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  • Unity Bounding Boxes and integration with Physics engine

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hahaha. Yeah. It's sounds like something us Unity users need to come up with since it's complicated and not something universal to all Spine runtimes. But I agree. From what I know of the code, it is something the Spine-Unity/C# can accomodate as it is.

I'd love to do ragdoll with Spine.
I think if that other Spine-Unity runtime that uses individual GameObjects is working, that's easier to ragdoll. All you'd have to do is remove the spine component and add Box2D joints and colliders and rigidbodies. Or swap out two things, one generated by that other runtime.

The other thing I'd like is physics-controlled bones in Spine-Unity. So we could have a Spine-skinned-mesh cloth or hair parts, and have Box2D control its waving around physics-y by simulating physics on the Spine.Bones.

5 dana kasnije

For rag doll you need to stop updating the Spine bones with the animation. Let the physics take over the colliders and update the Spine bones from the colliders.

23 dana kasnije

Updating the spine bones using the colliders would be super complicated wouldn't it? How would you suggest making that happen? I don't even know where to start with that....

If anyone can respond on this topic I would be very appreciative, am REALLY wanting to find a way to do ragdoll after a character dies.

Does Rob's code up there work for spine-tk2d too, or just spine-unity? I'll try it out later tonight and see if it explodes I guess. 😛