UE5 | Human Physics Constraints Setup for Ragdoll

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okay so today we are looking at setting up physics constraints on your character when you open up the physics asset you'll get something like this may not be exactly the same but the I mean it's also generated by unreal when you import so it should look something like this I'll show you how to set these up properly because they're not as intuitive as they look they should be so I'm going to show you how to set up each joint um properly so that your character will rag doll um the way it should what [Music] all right then so here is our model uh where shall we start well um well let's just start by tidying it up a little bit right so we got one two three four uh on the tour so we don't need four we're gonna keep the the hips we'll keep spying we get rid of the spine one because that's kind of like squashed in the middle so it's selected and press delete we'll keep spying uh spine two I'm just gonna scale it down Oh wrong one let's grab them all there you go it's gonna skate man scale this down a little it's about there I'm gonna grab this bring it up a little scale down if I can get the right Mouse there you go something like that hasn't got to be 100 perfect because um let's go down that way it up a little bit yeah I think I'm gonna be 100 perfect but oh that's sweet to turn that off do that again it's gonna straighten it up a little bit now these ones we're gonna need um extra bones so these are the top of the arms if we look down here we can see well I think the locker you can see it's his right arm so what we're gonna need to do over here is go to settings show all bones so we've got right arm which is that we've gone past it uh why can't I see it that's the legs ah right arm there it is so we've got right arm we got right forearms we're gonna need one for the forearm let's just grab the arm for a sec get the scale by pressing e and then scale it down a little like that and move it over that's the top of the arm and then we're gonna grab the forearm right click um add shape and we're gonna go capsule and then we can rotate scale this down as well I can get the right so about something like that um yeah that will do us and I'm gonna grab the hand we're gonna rotate it a little because it's that line and just do it a little bit like that again hasn't got to be a work of art and then we're going to scale it down to about there you can change some of these for boxes if you'd rather but I think capsules work just fine as long as the the constraints get set up properly then there shouldn't be an issue um what we're gonna do is delete these two and then well if we just straighten that up slightly like that press F to Center yeah that looks fine right so if you just select that right click and go copy select the bones and then we're going to select our left arm which is there and then we right click uh do we right click on that no right click out here maybe no there's a way of doing this I know there is left arm where's it gone left arm right click add body and then right click that and go paste properties and then it will do the same as the other side just makes a little bit quicker and then we do the same with that one copy properties get the left hand there I'm sorry left forearm add body right click paste and then lastly we do the same with the sometimes ah there you go sometimes it seems to pop up sometimes it doesn't copy properties if not I think you can just select this over here there you go and go copy properties there so let's go to the left and yeah that's right left hand add body right click paste properties there you go we got a pretty much symmetrical thing going on um the heads I just want to change the angle and the scale of it and yeah I'll do about there still not happy with this one here I want to scale this down a little again there you go gives us a bit more room there then right uh legs are pretty good just need a little bit of scaling mainly these two here the X and Y again I can just copy if I can there you go copy properties like that one paste properties there you go and then we do this one um mainly going to be these two here so let's scale that up a little bit there bring it up copy properties grab that one paste properties there you go the feet that pretty much just leave as is they are fine so there you go that's how we're gonna have it set up so now let's get on with the constraint so this is the tricky bit this is the thing that's difficult to get right because these uh nodes or whatever you call these widgets uh not the most intuitive to use I'm gonna have to insert some new ones because I obviously I'm going nothing between those bones I don't know what this one is I'll just delete that because I don't know what it is so let's go grab say the left arm and then all right I'm sorry we're gonna right click that we're gonna go constraints and then we're going to set it up with the right um forearm there so there's our constraint I'm just going to move it into position um and do the same over here so we've got the left arm and we want to have a constraint with the left forearm there and again just moving into position right so um we do one side of the body and then we just have to just copy and paste them over the other side so it makes it a little bit easier let's start with the head then let's start at the top so obviously these are not are not constrained correctly you just bring it down a little Maybe um so we're going to want the the red because this is the ball joint whereas the green one is the twist so let's just make some room here so we can see if we scroll down here angler limits this is what we're gonna be playing around with so the green one is the twist which is the bottom one which is all green dots and then the red is the ball joint which are these two so we're gonna go into uh rotation mode then just rotate them in fact and do that let me turn snap back on so we're going to rotate them down 90 degrees that is how we want it now for the twist let's just with this selected let's go to I got my arrows there and then simile but we're going to change this to simulate selected so as you can see there it's not too bad straight off the box it's a bit one gears head's a bit off center maybe I should put that joint back up because it's bringing his neck up so let's let's grab this and move it back up and what I might do let's try that simulate am I still doing that wonky stuff but that might be because it's not positioned correctly it's grab this yeah this rotate this a little bit like that maybe bring it up slightly and then simulate a bit of a weird model because it got the hood hood has been pulled up with the actual neck so it makes it look a bit off um that's the actual thing there is so maybe we're gonna have to raise this up quite a lot and I'm still pulling this up because it's part of the it's the way it's been wheat painted so that's going to look a bit weird either way maybe it if I pull it right down let's try that oh yeah this this particular model because of the hood it just makes it look weird uh so for now we're gonna leave that and let's move on to these arms and shoulders right so the way to do the arms to set these up select your um constraint and we again we want to rotate this so that the the red is facing out down the arm itself down the in line with the arm bone that's the easier way I can find it so that way the twist then is um on the right Axis now we don't want to I mean your shoulders do have a lot of range but we don't want to give it too much because it can sometimes bend around the wrong way so what I'll do here is Bump these down to like I don't know let's go let's go 30 and 30. um maybe this one actually would 20. no actually 30 and then the one before 20. so it's got a little bit more range that way in fact let's go leave that on a 45 for a second see how it goes there so if I press simulate you can see there it's not going all the way down now the way to just do this is from the side here when you're looking at the The Wider angle you can see the line sticking out there one you want to rotate this now you you would think you want to rotate it like that right so the exam could go right down and come up to about there but if you press play it does doesn't change so the reason for that is because you want to do that but you want to hold alt so hold alt and then drag you can see now there's two red lines and I want to line it up to how you wanted this let's say there let go now if we simulate you see the arm drops down to where it should be and if you hold Ctrl and right click and drag you can lift the arm up to that point so that is the the range of movement for that arm see yeah I think that's that should do us so we're gonna do the same now on this one and we go into let's just mix the more limited so you can see right there you go so let's rotate that around again 90 degrees so that the red arrow is in line with the bone that we're affecting so um now with the elbow we only want it to go that way so we're gonna lock nope we're gonna lock the second one yep the second one there um the green one which is going to give it like 20 maybe and then the middle at the top one here we're gonna do this bit again we're gonna hold alt click and drag so that we can get it like that so this way the arm can't bend around the wrong way if you press simulate on that you can bend that way we can't bend backwards you can see it's just struggle in there so that's good and then hand rotate around and then the hands got a little bit more movement um twisting looks good we just bump it down to 35. this one we just bumped down to like not just two straight 35 on everything press simulate so yeah it's pretty good I mean you can take that down a little bit more maybe let's try 30 30 30. that should be okay got a little bit of a range movement there that should do us fine I think though this should be maybe a little bit further down oh man maybe move it up slightly I think it needs to be moved in a little bit more as well if we leave that there and just make this slightly longer let's try that one no that looks worse it's a lot of clean room to get this right ah man so we leave that like that and now we can just copy these across um if we grab one of these right uh right click forget the right spot copy properties go over there paste properties the only thing is it doesn't actually orientate it for you so you will need to come over and orientate it manually so there you go and then I'm gonna grab this one copy properties grab this one face properties and then orientate it correctly in fact it doesn't seem to be even matching enough so I alt drag hmm strange you think copy properties base properties drag it over so if I grab say this bone and click simulate now oh this one's not hooked up by the looks of it I forgot to redo these now because there was only one bone here before this Bond didn't exist now I've linked those two up but this one is still linked if you look here we've got right arm and right hand right arm is this one this is right forearm so we need to change that if we scroll to the top up here you could you can type in forearm there but it's probably gonna mess it up yeah it does this for some reason I don't know why there let's try that nah that's not it yeah I don't understand I don't know if this is the bug oh yeah I'm not sure if it's a bug or not but it doesn't seem to work so what I'll do I'd rather just what is it I can't I have selected it's just over there so I just delete that I'd rather just do that and then do constraint and go back to was it right forearm yeah drag this down and just redo it let me just grab this one over here I can is that it yeah go copy properties base properties and then just reorientate there select that one should have the top off pretty decent so we grab the arms okay hard to really visualize at the moment because we need to obviously do the rest so with this one again um what we're gonna do with this one we can leave them I can't we can leave them orientated that way if we want the two but I'd rather change them so I can change that 90 degrees that way um The Twist for this is going to be quite small I would say say 20 um and the Reds I think this one should be locked so we've only got the movement that way and I'm gonna put something like 20 in there as well then do the same for these so I think it was lock the top nope lock the second one was that now let's rotate it first yeah so we're gonna go 20 and 20. let's grab this one I don't know if because this is the hips yeah he's all going to fall down just grab this one then um yeah it looks I'm looking out it's like all right it's not gonna boat right I'm not sure if his arm is Twisted here when it shouldn't be but you know this is a long process that requires a lot of trial and error so the legs kind of like the shouldered as a bit of all-around movement so we're gonna go I don't know let's go 30 30 and then the twist we'll just go 20. um in fact this yeah we should make it more long like that so let's give it I don't know 45 that way and 30 that way but again now we're gonna have to go to the side alt drag forward so it's got a little bit of back movement uh but mostly form forward movement this is Click play so if I click and drag I can lift his knee up I can't bring it back any feeling that that's about realistic obviously the knee needs work so this is knee let's do the knee uh rotate down there 90 degrees um this will have no twist at all zero and then we're gonna have what we have is it 50 and 30. 30 minutes uh no that's wrong so maybe it's 30 and 50. oh it won't be 30. let's knock that one off lock that one so the knee will look because it's not a ball joint so uh alt and um oh this way is it yeah let's go that way so press play on that click and drag you can leg and go up but it can't come forward nice that's exactly what we want and then lastly the ankle let's rotate and rotate this way again the angle is kind of more like a ball joint sort of thing you can rotate your ankle always really and the twist we're going to limit to see about 30 so I've got a bit of twist the rest of it um I'm gonna lower that or nope 45 I'm gonna load this one maybe and then again we're going to go to the side and we're going to alt and drag and this can be that way because you can bring your foot up you can take it down a little bit I suppose you've got a barley done so you can take it down a lot uh yeah no actually I've done that wrong I know you can't bring it up that far oh man I pressed I held control instead of alt then so yeah sorry I need to bring it down that way problem the test now defeat is the floor is there and it collides with the floor it's can't do it oh that's way too much let's take this take this down to 30. put that down to 20. this angle is slightly wrong now so I'll bring that back up like that I will try that we leave it at that for a sec and let's just copy all these over because um copy properties base properties we need to rotate it copy properties paste properties rotated copy properties paste these rotate and I think that is it let's just save that and then we're going to press um simulate but on everything so I'm going to change that back to all and there you go probably yeah it's pretty pretty good the angle you see there does rotate a little bit but not too much so that's fine if you want to change the constraints make them a bit stiffer there you can but I think in general he's looking okay uh let's grab this spine and maybe I could stop the motion of the spine rotating backwards a little bit but otherwise that I don't like the head like that because it just looks weird with that hoodie but generally that's that's how you do it and that's and that's done essentially so there you go I will leave this video here because that's all I wanted to show you and so there you go have fun with that ciao blah [Music]
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Channel: Manim8
Views: 13,320
Rating: undefined out of 5
Keywords: blender, animation, blender 3d, cg animation, blender how to, materials, textures, texturing, rigging, face rig, shape keys, modeling, unreal, unreal engine, ue4, u43, how to, how do i, horror, horrorgame, horrorgames, horror game, horror games, 3am, 3am challenge, 3am challenge game, 3am game, game dev, gamedev, game development, how to make a game, how to make games, substance painter, cc3, character creator 3, physics constraints, ragdoll
Id: KTCn7fmC6pc
Channel Id: undefined
Length: 24min 47sec (1487 seconds)
Published: Tue Nov 01 2022
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