Looking for Guidance on Improving Ragdoll Dynamics to Achieve Realistic Character Motion

Hello Everyone :hugs:,

Since I’m new to Ragdoll Dynamics, I’d need some guidance from the more seasoned users of this forum.

I’ve been utilising Ragdoll Dynamics for a project where I’m working to produce realistic character movements, but I’ve run into a few obstacles that I could really benefit from your assistance with.

Constraints and Joint Settings: I’m experiencing problems determining the best joint and constraint settings to provide natural movement. And are there any guidelines or common hazards I need to be aware of, and what factors do you normally adjust? :thinking:

Realistic Science and Performance Must Coexist: My project necessitates a coexistence of realistic science and performance. Especially in real-time applications, how do you strike a balance between preserving high performance and creating realistic, detailed simulations? :thinking:

Interaction with Motion: I’m also combining keyframe animations with Ragdoll Dynamics. Although I’ve seen various instructions, the way the animated and changing states transition still doesn’t entirely satisfy me. What are some tricks for combining these two nicely? :thinking:

Debugging and Troubleshooting: Do you have any favourite tools or methods for diagnosing and troubleshooting problems with ragdoll simulations in Ragdoll Dynamics? :thinking:

Learning Resources: Lastly, I would love to know about any tutorials, documents, or courses that you find very useful in your Ragdoll Dynamics learning.

I also check this :point_right: https://80.lv/articles/development-and-capabilities-of-ragdoll-dynamics-tableau but didn’t get any clarification on that.

I appreciate your help and time in advance. I look forward to hearing from you and plan to continue giving something back to the community as I develop.

Thank You :pray: in Advance.

Hope you will achieve that goal, since its exactly what im looking for, too. It is weird that the current state of Ragdoll for character motion is considered realistic.
In my opinion it lacks a lot of inertia of mass.

Thanks for the thoughtful questions and welcome to Ragdoll :partying_face: I’ll be back from holiday tomorrow to fill in some answers.

Can we start by clarifying whether you are using Ragdoll with Maya or Blender?

An example of what you see here would help narrow things down considerably, anything you could share?

Unclear what you mean. In Maya, Ragdoll runs at well beyond real-time for multiple characters at a time with tons of props and what have you. Performance is not something we struggle with very often.

There are 2 very different answers to this depending on the question.

  1. Are you transitioning from animation to simulation?
  2. Are you transitioning from simulation to animation?

Do a search for “transition” and you’ll find these amongst others.

Needs a lot more details, debugging what exactly? To debug retargeting and recording issues, there’s a very handy Ragdoll → Utilities → Extract Simulation which will let you preview the recording at the 3 different stages it goes through; extract, constrain and bake.

This is the place. :slight_smile: Have a look at the categories on the left-hand side, also see the Learn link at the top of this site.