Project Specification

1. Background
Ragdoll is a type of physics engine that usually uses in the death scene. This physics engine contains a series of linked bodies. These rigid bodies are called “bones”. The bones are connected together with joints. Because using this system, ragdoll can be thrown around and generate their own realistic animation using physics and does not need an artist to create keyframes.

In most case of ragdoll, bones usually solid and connected with a joint that only work in a limited direction. The purpose of this behaviour is to mimic human bones movement. However, there are a lot of games that use ragdoll physic not only in death scene but also as the main idea of their game for example rag doll kung fu.

Therefore, in this project, I would like to purpose an idea to build ragdoll bones using the spring-mass physic to replace the solid bones. I hope with this idea I can simulate, a new ragdoll physic that can be used in another game project. Also through this project, I would like to implement a character building feature to the ragdoll. This feature will make each ragdoll looks unique, and can be used in large quantities

2. Implementation Specifics
Target

  • Try to Implement spring-mass physic in unity
  • Implement bounce physic to the system
  • Build the ragdoll body
  • Try to replicate the ragdoll nodes based on user input, more nodes make the ragdoll have better movement
  • Build models for ragdoll to make each ragdoll looks unique
  • Implement the model into the ragdoll body
  • generate the ragdoll body randomly based on the model
  • Try to build an environment to test the ragdoll physics
  • Build the UI to test the simulation

Technology

  • Unity (Integration and build the physics system)
  • Blender (Build the model)

3. What final system will look like
In the end, the system will produce a unique spring ragdoll, that looks different with each other.

4. Potential challenges
• Because using the spring physics make the ragdoll movement not look like the human movement

6. References

[1] Millington, I. (2007). Game Physics Engine Development. Elsevier.

 

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