Im talking about bone driven animation with colliders on meshes(or somewhere else idk) (model gathering info of forces going into it / blocking its path) and then possibly cross-breeding AnyPortrait animations with:
"full" ragdoll (rigidbodies?)
"soft" ragdoll where model gets lets say hit by something and gets partially afected, some type of animation deformation?
animation deformed by script?
animation generated from script? either as animation or just frame by frame repositioning of bones (so like external animator but with mesh deformation from anyPortrait for full procedural animation)
how would you bridge physical body model(made out of colliders lets say, and some joints logic to glue them?) with animation layer generated by anyPortrait? Generate body out of animation and then make animation follow the body to and vice versa depending on needs to be able to use both sides of the coin baked animations and physical interaction with 2D world? ;-;
im digging through your stuff from today onwards but maybe you could guide me to whats your best practices from where i should draw data(bones, ik-s?) and where i should inject data to cause expected behaviours
and most importantly how would you handle somewhat procedural animation, mixing procedural stuff with anyPortrait animations, and what its possible what is not what to avoid and if is there anything that i dont see and it could come useful? :D
also what psycho writes one file with 13400 lines of code? ahah :P
Hi!
You asked various questions about physics simulation, but unfortunately AnyPortrait does not support Ragdoll.
So what we can answer is limited.
So instead, we will briefly introduce some of the features currently available in AnyPortrait.
1. Jiggle Bone
Bones that physically rotate through inertia can be implemented.
It does not interact with other Bones or other objects in the World.
https://rainyrizzle.github.io/en/AdvancedManual/AD_JiggleBone.html
2. Socket
AnyPortrait This is an option to activate to attach an external object to the Bone.
Although Ragdoll is not supported, it is possible to detect collisions between external objects and bones by using Collider as a trigger.
Just attach Collider and other objects to the Socket.
https://rainyrizzle.github.io/en/AdvancedManual/AD_Socket.html
3. IK Controller
This is a function to lift the arm to aim at a specific location or rotate the joints to the position of an object.
You can use it in games by changing poses based on FK-type keyframe animation.
It can be controlled with a script, and it is also possible to change the weight with the control parameter, allowing you to freely blend FK and IK.
https://rainyrizzle.github.io/en/AdvancedManual/AD_BoneIKController.html
4. Controlling bones with scripts
You can control the position or angle of the bone with a script.
The script is usually used in conjunction with the IK Controller, but it can also be used alone.
If you want to simulate Ragdoll, it would be a good idea to use a script, but it is a limited approach, so it is difficult for us to predict to what extent it can be implemented.
If you want to utilize a bone's World location, etc. in a script, Sockets may be helpful.
This is because AnyPortrait's coordinate system is different from Unity's, while Socket's Transform provides Unity's World coordinate system.
https://rainyrizzle.github.io/en/Script/SC_Bone.html
There have been suggestions for Ragdoll from other users, but that is still under review.
Because there are many technical challenges we need to solve to implement this issue.
Additionally, this topic is not simple, and every user's needs are slightly different.
Since there is no perfect blueprint, we will collect feedback from our users and try to implement and provide as much common ground as possible.
It is expected that it will take a very long time to implement this, so it will be difficult for us to provide help in a short time.
We are sorry that we were not able to give you a satisfactory answer.
If you leave comments on this issue, we will review them in more detail and reflect them.
Thank you.
P.S. I'll take the reference to LOC as a joke. :-0