Ragdoll joints appear elastic

I had a quick followup question regarding the elastic quality of joints when used on rag doll. I understand that increasing the density of chains will help prevent elastic behaviour in those joints. What i’m encountering however is an issue when a ragdoll collides with a static object.

What happens now, is when the ragdoll hits a static block, limbs will often get caught on the corners stretching the joint of the rag doll. Ideally, the rag doll would either get caught on the object, or slink around it.

I’m currently using pivot joints with a character of high density and static platforms of low density (unsure if density even matters for static objects).

Does anyone know of a potential solution for this behaviour? As it stands, the rag doll’s functionality is potentially gamebreaking.

Thanks!
-Nick
[import]uid: 30416 topic_id: 7738 reply_id: 307738[/import]

Try overlapping the joints a tiny bit. [import]uid: 8673 topic_id: 7738 reply_id: 27541[/import]

Hey mhorsley, in what way do you mean?

Currently, all the joints (limbs) of my character overlap with the body by necessity (art direction) with the pivots located in the overlapping areas.

My issue still occurs however, where a joint can become elastic when connected objects collide with static objects.

Is this what you were referring to? [import]uid: 30416 topic_id: 7738 reply_id: 27842[/import]

I have an app with a ragdoll and other jointed objects. I’ve seen the effect you are talking about. I have my objects overlapping. The more overlap, the better the joints seem to stay together. Its not 100% though. I’ve had to add invisible round static objects to any area that is sharp edged to help with the ragdoll not getting pulled apart.
[import]uid: 8673 topic_id: 7738 reply_id: 27889[/import]

You also might try adjusting the frequency or maxForce properties of the joint. [import]uid: 27119 topic_id: 7738 reply_id: 27992[/import]

Has anyone make progress with this? It’s kinda holding me back and I’m not sure how to proceed. Any help would be great. [import]uid: 35072 topic_id: 7738 reply_id: 34425[/import]

I am having the same problem…

so i have tried to play with the Motor settings…

[lua] local neckJoint = physics.newJoint ( “pivot”, head, torsoA, torsoA.x, torsoA.y)
neckJoint.isLimitEnabled = true
neckJoint:setRotationLimits ( -22.5, 22.5 )
– Enable Motor
neckJoint.isMotorEnabled = true
neckJoint.motorSpeed = 0
neckJoint.maxMotorTorque = 10[/lua]

try to play with this settings

– Enable Motor
neckJoint.isMotorEnabled = true
neckJoint.motorSpeed = 0
neckJoint.maxMotorTorque = 10

the ragdoll moving is not smooth
but just a hint maybe this will help you… [import]uid: 9592 topic_id: 7738 reply_id: 34516[/import]