This asset contains a simple Bullet simulation for use while setting up the collision geometry and joint limits of a ragdoll. This can be used to quickly observe how the ragdoll behaves under different settings.
Display Collision Layer
Sets the agent’s current layer to be the same as its collision layer. This can be used to visualize the collision geometry used by the solver.
Number of Substeps
Specifies the number of substeps to be used by the Bullet solver.
Specifies the number of constraint solver iterations to be used by the Bullet solver.
The initial velocity of the ragdoll.
Initial Angular Velocity
The initial angular velocity of the ragdoll.
Controls whether gravity is enabled. Disabling gravity can be useful when debugging situations where agents are initially violating their rotation limits.
Specifies the acceleration due to gravity.
Ground Plane Position
The translation of the ground plane.
Ground Plane Rotation
The rotation of the ground plane.
Pin Root Collision Shapes
If there are multiple root collision shapes, pin constraints will be created to hold those objects together.
Pin Shapes With No Rotation Limits
If there is a shape whose joint did not have a rotation limit set, a pin constraint will be created to attach it to its parent.
Once an angle is greater than softness times the maximum angle, the constraint begins to take effect. Lowering the value of softness softens the constraint boundaries. However, values that are too small can cause a "popping" effect at the start of the simulation for joints that are near their rotation limits and are past the softness threshold.
Constraint Force Mixing
Increase this to make the constraint spongier, and potentially increase the stability of the simulation. The constraint may be violated by an amount proportional to the force required to re-establish the constraint, times this parameter.
The rate at which the constraint corrects errors in position or orientation. A value of 1 will ensure that the constraint is always obeyed. It is recommended to keep bias between 0.2 and 0.5.
The rate at which the angular velocity is changed by the constraint. A low value means the constraint will modify the velocities slowly, leaving the boundaries appearing softer.
Clears the entire simulation cache.
Specifies how many substeps the DOP simulation should perform each frame.
Specifies the frame at which the simulation will start cooking.
Specifies a scale factor that relates global time to the simulation time for the DOP Network.