Mikey on a skateboard holding a nunchuck Plugin Shapes drop test on a flat ground playblast
Mikey on a skateboard holding a nunchuck drop test on a flat ground playblast
I got more control on the nunchuck now, using mass of .1 for the ends, and mass set to 1 for the chains. also reworked the distance constraints on the chains a bit and enabled the soft translate motion on the nunchuck ragdoll group with translate stiffness = 0.4 and translate damping = 0.2
I’ll look into setting up my board ragdoll like you’ve suggested to get these wheels spinning.
They can’t switch, but you can record to both at the same time. See the Append option in the Retarget option UI.
Another option you may consider is keeping recorded physics on your FK control-only. That way, you can animate with IK as usual, and see the resulting physics on your FK controls. The crux in retargeting to multiple controls is that they both need to be in the same position at the start frame. Keep that in mind, it’s easy to miss!
Great! If you need more smoothness to the wheels (they feel a bit low-poly) you can subdivide it. The maximum amount of convex hull polygons per mesh island is 256, so if you need even more you can slice or separate the mesh such that you have 2 separate islands; each will have 256 polygons. And from there there is no limit; just keep slicing. That said, I’ve found 256 to be sufficient for most wheels.
Can you be more specific? Do you mean what would this character look like if instead of a skateboard he was riding a bike? That’s possible as well, and if you come up with anything like that feel free to share it on the forums!