Latest release v1.12 Nov 04, 2016
Replaces the default karma definitions for RS3's ragdolls with realistic definitions based on the actual weights and constraints of the human body.
Updated! New physics tweaks available in v1.12
- Redesigned the head using two pill-shape primitives
- Redesigned the hand using two box primitives and a pill for the thumb
- Tweaked several joint constraints, especially lumbar and thoracic spine
- Slightly reduced radii of arms' and legs' geometry
Changes in 1.1
- Adjusted COM (Center of Mass) for several rigid bodies.
- Limited range of movement for the clavicle and upper arm.
- Changed elbow from type "hinge" to "skeletal" to add limited rotation for the forearm.
- Several other minor tweaks which I have likely forgotten...
Replaces the default karma definitions for RS3's ragdolls with realistic definitions based on the actual weights and constraints of the human body.
enemies do the split too much. Legs too heavy, arms too light. Still best ragdoll out there.
Yeah, I wish they wouldn't do the splits too often. The main trouble there is that I can't specify any "difficult" ranges for the joints, so I have to choose between very limber or unrealistically rigid bodies. I wish I could just increase the force required to reach certain positions.
As to the legs and arms, I assume this is just based on what you think looks right. The weights were adjusted with the help of an old NASA journal I found; all mass values are directly derived from scientific data on dismembered cadavers. Kinda gross, but I'm not inclined to adjust the values based on what "looks right to me." Besides, I haven't messed with these ragdolls in ages now.
I did go through many different iterations on the ragdolls in an attempt to avoid that splitting behavior, but ultimately decided personally that it was worth leaving in to accommodate other less ridiculous poses that become impossible when the range of motion for the legs is too far reduced.
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