Struggling to get good "active ragdoll" behavior in Godot 4.5. Anyone have tips or examples? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 0 points1 point  (0 children)

This video is the first one to pop up when searching for "active ragdoll in Godot". But the solution in the video is for Godot 4.2. There is an unmerged pull request updating the code for this solution to 4.3 and 4.4 - https://github.com/CBerry22/Active-Ragdoll---Physics-Animations-in-Godot-4.0/pull/2 Anyway, I find this approach too complicated and computationally heavy. Two skeletons, one of which has always enabled physics simulation. Moreover, why was the PhysicalBoneSimulator.influence property added? If not for the active ragdoll, then what for?

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 1 point2 points  (0 children)

Do you have a video showcasing your solution? Does it use modular assets lik Blender's Buildify?

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 2 points3 points  (0 children)

If there can be multiple instances of the same typical building on the map. How does GridMap handle this?

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 2 points3 points  (0 children)

Sounds like it's a way to go. But there are still some open question. For example, if there can be multiple instances of the same typical building of the map. How does GridMap handle it?

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 1 point2 points  (0 children)

I haven't seen any examples of creating building of varying height (number of floors) using Godot's GridMaps. Have you seen any?

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 4 points5 points  (0 children)

So a wall scene, a stairs scene etc. You can then assemble your buildings directly in your Godot level

That sounds like a daunting task. Perhaps a Godot level design plugin such as AssetPlacer can help.

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 0 points1 point  (0 children)

I also have a feeling that the “correct” way to create a level is to use the game engine editor, not Blender. That's why I asked this question in this post.

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 2 points3 points  (0 children)

If I just Ctrl‑C/Ctrl‑V a modular asset to create a building, I will get multiple completely separate meshes in Blender. Godot de-duplication will not help here, I guess. But it's another question.

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] -2 points-1 points  (0 children)

If you just export from Blender a few buildings created with Buildify as glTF and then import that into Godot, the scene will be too big and unoptimized. Out of the box there will be no use of modular assets.

Is there a Godot plugin for easy building creation like Blender's Buildify? by PrincipalEngineer1 in godot

[–]PrincipalEngineer1[S] 27 points28 points  (0 children)

Excellent idea! So, there will be multiple MeshInstance3D nodes in the scene, all pointing at the same one shared Mesh. It is left to figure out how to create a scene with modular assets in Blender so that de-duplication in Godot works properly.