Flywheel Character

A simple example of…

  1. Hands kinematically animated, following the animation exactly, up to when they release
  2. Soft joints, i.e. the translate limit has a much lower strength, letting joints separate slightly as he’s getting pulled into the machine and compress slightly as he smashes into the ground
  3. World-space guides, to align the head to an exact worldspace angle, regardless of what the rest of his body is doing. Same goes for the hand

Here’s what the underlying input controls looks like.

2 Likes

@marcus would it be possible for these scene to be shared, to get a better understanding of how this was setup?

Thanks

You are travelling far back in time. :slight_smile:

This setup, along with the Tentacles - #3 by marcus you found are using the old “rigid” mechanic, before Markers were born.

There’s very little new or difficult things here; the character is setup like any other character with Ragdoll today. The official beginners tutorial is still relevant here: Manikin I - Learn Ragdoll

For the feet to snap to the big capsule shape you’d use the Attach Constraint.