Dragon and Me

Hah, founders are people too. :blush:

For the body mechanics, I would say don’t bother. Just about every example you’ve seen with Ragdoll so far - including those by Jason Snyman - are made with just a plain joint hierarchy. Occasionally we put NURBS curves on them to make it look nicer, but at the end of the day all you need is limbs you can rotate.

This will become more true as Ragdoll develops and is able to take on more of the traditional animation pipeline.

Where traditional rigging is still relevant, especially in your case since your model has a lot of surface detail, is deformation. For that, I would look into skinning tutorials and possibly various muscle solutions like Maya Muscle, Houdini’s Muscle, or Ziva Dynamics. You can get a long way with Ragdoll for muscles too, but as soon as wrinkles and volume preservation becomes relevant you’ll need additional tools.

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