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From-scratch implementation of physically simulated character animation with proportional-integral-derivative controllers (PID)
| Date | Stars |
|---|---|
| 2026-07-25 | 260 |
| 2026-07-28 | 260 |
| 2026-07-30 | 260 |
| 2026-08-06 | 260 |
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# ActiveRagdoll #### Implementing active ragdoll from scratch for humanoid characters in Unity  ## What is this? #### This is a simple third person controller for active ragdoll driven by static animations. It uses similar techniques as games like [TABS](https://www.youtube.com/watch?v=Z2e9vd3Znz4). It's designed to be as simple as possible.  ## How does it work?? #### TL;DR: a [PID controller](https://en.wikipedia.org/wiki/PID_controller) applies forces to ragdoll to make him follow static animator (skeleton in the gif below). [`AnimationFollowing.cs`](https://github.com/hobogalaxy/UnityActiveRagdoll/blob/master/Assets/ActiveRagdollScripts/AnimationFollowing.cs) applies animation following. [`MasterController.cs`](https://github.com/hobogalaxy/UnityActiveRagdoll/blob/master/Assets/ActiveRagdollScripts/MasterController.cs) contains all 3rd person controller logic. It makes sure static animator can't move too far away from ragdoll. [`SlaveController.cs`](https://github.com/hobogalaxy/UnityActiveRagdoll/blob/master/Assets/ActiveRagdollScripts/SlaveController.cs) controls behaviour of animation following in real time. It makes ragdoll loose strength when colliding with other objects. 
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Read on GitHubWould you bet a product on this? Bounded 0–100 and slow moving.
matched fp:6f7967792942301f, topic:simulation, readme:humanoid
matched fp:6f7967792942301f, topic:animation