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From-scratch implementation of physically simulated character animation with proportional-integral-derivative controllers (PID)

ActiveRagdoll

Implementing active ragdoll from scratch for humanoid characters in Unity

What is this?

This is a simple third person controller for active ragdoll driven by static animations.

It uses similar techniques as games like TABS.

It's designed to be as simple as possible.

How does it work??

TL;DR: a PID controller applies forces to ragdoll to make him follow static animator (skeleton in the gif below).

AnimationFollowing.cs applies animation following.

MasterController.cs contains all 3rd person controller logic. It makes sure static animator can't move too far away from ragdoll.

SlaveController.cs controls behaviour of animation following in real time. It makes ragdoll loose strength when colliding with other objects.

Work in progress.