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* Create Ragdoll entity - added a note
Signed-off-by: Artur Zięba <[email protected]>
* Resolved merging confilct and fixed two text errors
Signed-off-by: Artur Zięba <[email protected]>
* Restored the note from the original commit
Signed-off-by: Artur Zięba <[email protected]>
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Signed-off-by: Artur Zięba <[email protected]>
Copy file name to clipboardExpand all lines: testing-guidance/workflow-tests/physics/physics-ragdoll-workflows.md
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@@ -24,7 +24,7 @@ Test guidance will sometimes note specific issues to watch for. The common issue
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Any project that has the following Gems enabled:
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* An actor (fbx) file set up for Motions (for example *Rin.fbx* supplied by the Motion Matching Gem).
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* Multiple motions that work with the actor (Motion Mating Gem contains a *MotionMatching.motionset* for the *Rin.fbx* actor).
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* Multiple motions that work with the actor (Motion Matching Gem contains a *MotionMatching.motionset* for the *Rin.fbx* actor).
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**Editor Platforms:**
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* Windows
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**Project Requirements**
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* An actor (fbx) file set up for Motions (for example *Rin.fbx* supplied by the Motion Matching Gem) and configured to ragdoll (please refer to the *Area: Ragdoll Authoring Improvements*).
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* Multiple motions that work with the actor (Motion Mating Gem contains a *MotionMatching.motionset* for the *Rin.fbx* actor).
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* Multiple motions that work with the actor (Motion Matching Gem contains a *MotionMatching.motionset* for the *Rin.fbx* actor).
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**Editor Platforms:**
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| **Prepare Anim Graph** | <ol><li>Open the O3DE Editor.</li> <li> Open the Animation Editor (using varying entry points):<ul><li>O3DE Toolbar → Tools → Animation Editor</li><li>Actor Component's Actor asset property field.</li></ul></li> <li>Make sure that the current Animation Editor layout is set to AnimGraph. Layout can be changed by expanding the dropdown menu in the top right corner of the Animation Editor.</li><li> Go to File → Open Actor and select your actor file (for example *Rin.fbx*).</li> <li>Add your actor's Motion Set (for example for *Rin.fbx* it is *MotionMatching.motionset*) by going to Motion Sets → Motion Set Management, clicking the *Load motion set from file* button and choosing the .motionset file.</li> <li>In the Anim Graph tab create a new Anim Graph by clicking the *+* button (*Create a new anim graph*) in the pane's top left corner.</li><li>Add a *Motion* node to the Anim Graph by doing **Right-click on the Anim Graph → Create Node → Sources → Motion** or by dragging it from **View → Palette Window → Sources → Motion**.</li><li>Select the created *Motion* node and view it in the *Inspector* pane. Change its *Name* (for example to *Run*). Choose a motion by clicking the *+* button (*Add motions*) and selecting one of the motions available in your actor's Motion Set (for example on *MotionMatching.motionset* choose *run1*).</li><li>Add a *Blend Tree* node to the Anim Graph by doing **Right-click on the Anim Graph → Create Node → Sources → Blend Tree** or by dragging it from **View → Palette Window → Sources → Blend Tree**.</li><li>Select the created *Blend Tree* node, and view it in the *Inspector* pane. Change its *Name* (for example to *Ragdoll*).</li><li>Connect the *Motion* node to the *Blend Tree* node by **Left-clicking the *Motion* node, holding the mouse button, and dragging it over the *Blend Tree* node**.</li><li>Select the created transition arrow and in the *Inspector* pane add a *Time Condition* by **clicking the *Add condition* button, and selecting *Time Condition* from the dropdown menu**.</li><li>Double click the *Blend Tree* node to open it and add an *Activate Ragdoll Joints* node by doing *Right-click on the graph → Create Node → Physics → Activate Ragdoll Joints* or by dragging it from **View → Palette Window → Physics → Activate Ragdoll Joints**. </li><li>Connect the *Output Pose* from the *Activate Ragdoll Joints* node to the *Input Pose* of the *Final Node*.</li><li>Select the *Activate Ragdoll Joints* and add your actor's joints by clicking the *branch* button next to the *Simulated Joints* parameter (for *Rin.fbx* add all joints present). </li><li>Save the created Anim Graph by going to **File → Save All** or pressing *Ctrl+S* shortcut.</li></ol> | <ul><li>Animation Editor launches.</li> <li>Your actor file is avaliable for selection.</li><li>New Anim Graphs can be created.</li><li>Nodes can be added to Anim Graphs.</li><li>Properties of the nodes in the Anim Graph can be adjusted.</li><li>Nodes can be connected in the Anim Graph. Example of two nodes connected:</li></br><br><li>Transition arrows can be modified in the *Inspector*.</li><li>Nodes can be added in the *Blend Trees*.</li><li>Anim Graphs can be saved.</li></ul> |
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| **Create Ragdoll entity** | <ol><li>Create an entity in the Level by either **Right-click in the Viewport → Create entity** or **Right-click in the Entity Outliner → Create entity**</li><li>Add the following components to the entity by selecting it and clicking the *Add Component* button in the *Entity Inspector*:<ul><li>*Actor*</li><li>*Anim Graph*</li><li>*PhysX Ragdoll*</li></ul></li><li>In the *Actor* component's *Actor asset* property assign your actor asset (for example *Rin.fbx*).</li><li>In the *Anim Graph* component's *Anim graph* property select the Anim Graph you have saved in the *Prepare Anim Graph* workflow and in the *Motion set asset* property select your actor's Motion Set (for example for *Rin.fbx* it is *MotionMatching.motionset*).</li><li>Enter the Game Mode by either clicking the *Play Game* button in the top right Viewport corner or pressing *Ctrl+G*.</li></ol> | <ul><li>Entities can be created.</li><li>Components can be added to entities.</li><li>Assets can be assigned to the Actor/Anim Graph components.</li><li>Created entity properly ragdolls.</li><li>If the workflow was performed using the examples, then the *Rin.fbx* entity should begin to run and ragdoll after a one second passes after entering the Game Mode.</li></ul> |
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| **Create Ragdoll entity** | <ol><li>Create an entity in the Level by either **Right-click in the Viewport → Create entity** or **Right-click in the Entity Outliner → Create entity**</li><li>Add the following components to the entity by selecting it and clicking the *Add Component* button in the *Entity Inspector*:<ul><li>*Actor*</li><li>*Anim Graph*</li><li>*PhysX Ragdoll*</li></ul></li><li>In the *Actor* component's *Actor asset* property assign your actor asset (for example *Rin.fbx*).</li><li>In the *Anim Graph* component's *Anim graph* property select the Anim Graph you have saved in the *Prepare Anim Graph* workflow and in the *Motion set asset* property select your actor's Motion Set (for example for *Rin.fbx* it is *MotionMatching.motionset*).</li><li>Enter the Game Mode by either clicking the *Play Game* button in the top right Viewport corner or pressing *Ctrl+G*.</li></ol> | <ul><li>Entities can be created.</li><li>Components can be added to entities.</li><li>Assets can be assigned to the Actor/Anim Graph components.</li><li>Created entity properly ragdolls.</li><li>If the workflow was performed using the examples, then the *Rin.fbx* entity should begin to run and ragdoll after a one second passes after entering the Game Mode.</li><li>If your ragdoll is jittering instead of remaining still after dropping to the ground, consider enabling the *Enable Mass Ratio Clamping* property on the *PhysX Ragdoll* component of the ragdoll entity.</li></ul> |
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|**Assigning Physics material to PhysX Ragdoll bones**| <ol><li>Open the tested actor with Animation Editor and go to Physics layout, select a bone with ragdoll collider in the Skeleton Outliner and change its assigned Physics material.</li><li>Enter the game mode with PhysX ragdoll entity that has different materials assigned to its ragdoll colliders.</li></ol> | <ul><li>Behaviors of ragdoll colliders is corresponding to set materials during simulations.</li></ul> |
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