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Post by account_disabled on Jan 5, 2018 6:41:11 GMT -5
Hello Your system looks great! We'd like to try using it for our pretty complex quadruped ragdoll. A couple of questions, though: 1) Do you think your product is appropriate for ragdolls? 2) What kind of interactions with the regular Unity PhysX physics are possible? Can you collide with PhysX colliders? How about connecting joints to PhysX rigidbodies? I'm asking because we currently use PuppetMaster for characters that are animated (with regular animations) while respecting physics, and PuppetMaster uses PhysX of course. 3) It seems your system is very focused on simulating physics in a correct way. How does your system behave if I create an illegal situation? I need to create and destroy joints on the fly and it's very difficult to make sure they're always 100% legal. Does your system explode in that situation or does it find the least disastrous way to break the rules? Please help. Thanks! I didn't find the right solution from the Internet. References: forum.unity.com/threads/ape-deepmotion-avatar-physics-engine-for-robust-joints-and-powerful-motors.259889/page-7Promotional Marketing Videos
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