Game Development Reference
In-Depth Information
There's more...
If we've implemented the recipe thus far, we can see that the result is not what we expected.
On wobbly legs, resembling rubber or cooked spaghetti, our character slowly adjusts to the
ground below it.
The most disturbing thing is probably that the legs seem to go in any direction. Fortunately,
this can be remedied with some tweaking. The KinematicRagdollControl function
has a method called setJointLimit , which does what it says. It can set the limits to
how much rotation can be applied on each axis of a bone. Getting it right for all the bones
will take some time though.
Search WWH ::




Custom Search