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duplicated armatures added from hidden layers seem to effect the next added copy
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Step 1 =
old = scene.objects

step 2 = add ragdoll group

step 3 = compare
new = set(scene.objects)-old

step 4 = add armature

step 5 = for constraints in armature , for ragbones in new , if constraint name == ragBone name-> set constraint target

step 6 = for tags in original armature, for ragbones in new -> if tags string = ragbone name -> orient ragbone to tag

so this adds a ragdoll, adds a armature, then targets the bone constraints in the armature to the ragdoll bone objects

then it rotates the ragdoll bone objects to match the actor's 'bone tags' orientations

(the ragdoll matches the pose of the dying actor)

then I delete the 'Original' actor leaving the ragdoll physics objects and ragdoll armature.

Adding another armature copy introduces flickering in the first ragdoll and the new armature

I will try and make a simple demonstration, but this is how I found the issue.

I am not instancing the armature, I am adding a duplicate so I don't understand why one would even effect the other
as I am adding a new ragdoll, and a new armature, and only searching through the new items to bind the constraints, not scene objects,
so the new armature is not targeting the old ragdoll, as it' does not know anything about it......



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Jacob Merrill (blueprintrandom) raised the priority of this task from to Needs Triage by Developer.

here is my game file,

the code is ran to add the ragdoll when the actor dies

DieDie - is the python script

remove the rigid body joint from the second actor, and both die to see the bug

Bastien Montagne (mont29) triaged this task as Needs Information from User priority.

Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.

Bastien Montagne (mont29) claimed this task.

No news since one week…

There is no small and simple version of this problem,

Duplicate a armature,(in game)

bind it to a ragdoll group

Duplicate the same armature (in game)

bind it to a ragdoll,

when the second ragdoll is activated, the first ragdoll 'twitches' (snaps to another pose)

turning on 'Restrict animation updates' seems to fix it,

however it's not a ideal behavior,

ask and you shall receive

simple example (as simple as this issue gets)

OK, so this is GameEngine bug - can confirm the issue here, thanks for the .blend.

Bastien Montagne (mont29) raised the priority of this task from Needs Information from User to Confirmed, Medium.

No problem, thanks for all your efforts!

just found something of note,

this appears to effect the armature modifier, and not bone parented objects I will try and confirm tonight!


Edit: **I confirm, bone parented objects are not effected by 'the twitch'

narrowing the bug down all the way to the armature modfier**

This is important if you want to spawn ragdolls more then 1 time (cannon fodder?)

also it could be really really fun fighting a army of enemies that turn ragdoll, or even walking ragdolls
(I can only spawn 1 from a hidden layer without having a unique armature for each :( (Sad panda ))