Hello, i was wondering if there is a way to only start blending in the simulation at a specific point?
Lets say i want to animate someone being shot in the head and fall over AFTER a conversation he had, lets say after frame 200.
how do i make it that the conversation is just the regular keyframes and 200 is where the simulation start for him to fall over.
also, how exactly do i set how much the ragdoll simulation follows the keyframe motion.
Welcome to the forums @flamme03! 
On the group for the entire character, there is an attribute called Behaviour
that you can keyframe from Animated
to Simulated
at the time you want simulation to take over.
Alternatively, you can set your solver Start Frame to a custom value, such as 200.
If you let your character have at least 1-2 frames of Animated
before becoming Simulated
, it will carry the velocities from your animation into the simulation, which can be important depending on the circumstance.
Each individual Marker also has this attribute, for more fine-grained control.
Also on the group, and each Marker, there is a Stiffness
and Damping
property, this is what you use to control how strongly to stick with the animation. The strength is in local pose space, meaning he can still fall over even though the values are high.
For worldspace control, you can add a Pin Constraint
to one or more Markers which has the same Stiffness
and Damping
properties.
If you are able to post a video of what you see, we may be able to help you further.
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yeah okay i see, the simulation now works mostly as i expected.
Theres just a couple things i cant wrap my head around yet.
-
how do i make an object that the armature interacts with?
for example a ball that hits him.
cause rn adding a colission modifier itself doesnt work.
and adding it via the ragdoll addon just makes it drop to the ground.
-
am i able to delete ragdoll bones i dont need?
cause currently i allways need to reset all physics and re set up the character entirely.
-
can i configure the keybinds?
cause for some reason the rotate keybind for the bones dont work.
i apologize if that has nothing to do with the original post.
You’re on the right track. Once you’ve assign a Marker to it, set it to Animated
and it’ll follow your animation and interact with the rest of your simulation.
You can either remove the Marker from the Outliner, or select what you want removed and instead of running Delete All
you pick Delete Selected
.
The keys inside of the Manipulator, unfortunately not. But see here for a workaround.