Physics Based Procedural Animations [02] | Dencho

Physics Based Procedural Animations [02]

Calibrating a boss character for physics based interactions

Calibrating the muscle joints on big Boss Character.

This character is for a physics based combat system I cant exactly talk about due to an NDA.

For calibration and debugging physics I setup quick disposable testbed logic that might look pretty weird out of context.

When done right, this guy will struggle to move objects with heavier mass than others. This is what it looks like when moving all objects with the same mass.

And this is why we calibrate.

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