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Posted

I found some code on the forum, but it's for older versions and I don't have enough experience adapting it to the new version.
Does anyone have any code they could share?
Thanks in advance.

Posted

I can give you suggestions for implementing ragdoll physics. The basic idea is that the character's skeleton, joints, and bones are set to 0,0,0 rotations, and when the character dies, rigid bodies take their place and follow the position and rotation of these bones with joints.  The point is that I know what I've told you may not be very helpful. My suggestion is to keep trying and learning how this works. That's the path I've had to follow, but Leadworks 5 implements it very well. You can create animations of standing up and all that in the best AAA game style. If you have any questions, let me know, and we'll figure this out togethe

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Astrocuco.thumb.png.c76e0fb3de2d6e437e7dca099625e11e.png

Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games

Posted

I doesn't have enough experience with this engine and I was thinking someone could share the code to no reinvent the wheel, but... thanks anyway by your help.

Posted

This is simpler than you might think once you understand how it works. 

A mesh has a skeleton. 
The key is that these bones are oriented at 0, 0, 0.

When the player dies, rigid bodies are created at each bone and connected to each other by joints.

The bones follow these rigid bodies when the ragdoll is activated.

I think you're in the same place I was when I first wanted to understand this, but it takes time to learn the concepts and do tests, and it won't be easy. But you have to start somewhere, so maybe I'll make a tutorial about all this.

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Astrocuco.thumb.png.c76e0fb3de2d6e437e7dca099625e11e.png

Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games

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