Couple of things I would add to this - 1. Knees - right knee select constraint, hold Alt and rotate the red fan so that it flares out backwards with the bottom straight edge inline with the calf bone (stops the knee bending the wrong way). Do the same with the left, but first rotate it on the blue axis 180 degrees, then align as the right. The other thing is to play with stiffness and damping to stop jittering and moving continuously after it has hit the floor. As an extra, it can be helpful to catch the death in a public variable in the BP on death, and to move the capsule to the body (can use a timer after death to follow the pelvis bone for example) - this stops a ragdoll falling down hill leaving the camera behind.
@fracturedfantasy
2 жыл бұрын
Thanks so much for the tips! I’ll pin this :)
@coder5382
3 жыл бұрын
It's amazing, I've been working on some tests with ragdoll lately and you came up with this tutorial in time! Thanks a lot!
@fracturedfantasy
3 жыл бұрын
That is amazing! Let me know if you’ve got any feedback or info to share ;)
@fortunacournot1321
2 жыл бұрын
Thank you so much! In the meantime constraints are comming with meta humans but with no values. This was really helpful!
@touyuber-k8h
2 жыл бұрын
Anyone ever have issues with the metahuman head disconnecting and flashing when ragdolling?
@solostartstudios684
Жыл бұрын
Yes and the groom becoming pixelated and crazy like a bad hair day from H$&@ any suggestions?
@vitorleitao698
7 ай бұрын
One interesting hint, specially when you can have to make 2 of the same colliders. Click on the collider while selecting, and you have a Mirror option on the menu (Keyboard M key), which helps to make the coliders of the same way
@Romasanta80lvl
2 жыл бұрын
Hey! And what if you set up ragdoll - it falls down normally, but when gravity is turned off, the mesh moves (not quite a man has a tail, wings)?
@fracturedfantasy
2 жыл бұрын
I think I was playing around with that too, it’s funny 🤣. Can I ask why would you need to turn off gravity for the Ragdoll?
@graemepalmer2306
Жыл бұрын
Great tutorial, thanks!
@MistahX99
7 ай бұрын
I'm trying this on UE5.2 and it simulates perfectly but when I run the game it does nothing and goes straight to disable movement. Any idea of what could be causing this?
@DEDUS.ARASAKA
6 ай бұрын
try to regenerate project files
@sirsquelching2041
2 жыл бұрын
Hey! I have a question. I have made "Physical Animations" on my Metahuman, but i have a problem that when physics is simulated on the skin, the seam along the body and the head becomes apparent - you can see through the seam. Does this solve this problem, and if it does not, how would i solve it? Best regards
@andrinSky
3 жыл бұрын
Hello Fractured Fantasy, Do you know how I can use Blueprint to control the eyes of a metahuman? I want him to open and close his eyes like a real human, so that he blinks from time to time.
@fracturedfantasy
3 жыл бұрын
I do. You need to use the anim blueprint to do this. I have a lip synch video that demos this functionality, check it out. If that’s what you are looking for I’m going to be creating a video that shows how to code both the lipsynch functionality and animate their face for blinking etc. I’ll try to upload in the next 2 weeks.
@andrinSky
3 жыл бұрын
Hello Fractured Fantasy, You are very nice a video about it Would be worth "Gold" for me! Thank you very much in advance!
@andrinSky
3 жыл бұрын
... and perhaps it's possible that you can show me/us: How can I make the Metahuman always look at my character with his eyes? This would be very funny for me!
@andrinSky
2 жыл бұрын
@@fracturedfantasy Have you Upload the New Video in the Meantime (Lipsynch Funcitonality and animate their face for Blinking)?? I would Help me very much!
@lievenvanhove
Жыл бұрын
Hi! Great tutorial! I’ve searched everywhere online, but it seems I can’t find it for metahumans. My question is rather simple, but it seems the response isn’t: Is it possible to add jiggle physics to a Metahuman?
@OzarksVHS
Жыл бұрын
Yes! Find your physics blueprint, under the outliner, click the gear wheel and check "show all bone hierarchy" - now select both "clavicle_pec_r" and "clavicle_pec_l", and right click - add shape - sphere. Resize and reposition however you like, then find "Spine 5" and create constraints between them and the shapes you just made (the 5.0 and onward models have two shapes for spine 5, just grab the one closer to the sphere you're constraining). Be sure both constraints are selected, then go down to angular limits - make sure all three are set to 'limited.' Leave all three at 45 degrees for now. Now, the "left" sphere will have a constraint with the green portion facing you, that's got to level out with the rotator tool. The other will have to be rotated 180 degrees until the green potion is facing front like the other. Now level it out. Select right and left constraints, make sure they're even and level, now raise them both above the spheres - visualize where the top of a bikini panel would be - and bring them towards each other, using the z (blue) axis to point towards an imaginary bra strap line on the shoulder. Now, go back to swing limits on those constraints, make the top one 15, the second one 25, and the third one 30. Take a side view and rotate both constraints so the "cone" with a green fan tilts back about 30 degrees. Set both your spheres to simulated and check it out. Make your model's body collision to "pawn" "Character mesh" or "Custom" with "physics with no query." FINALLY - in the event graph, add a "wake all rigid bodies" to Event Tick pointed at that body mesh. ✌
@lievenvanhove
Жыл бұрын
@@OzarksVHS Hi! Thank you so much for your thorough explanation, and your kindness in taking the time to answer this, I've got it figured out, thx!!!!!
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