/// <summary> /// Sets the ragdoll pose to bones pose /// </summary> private void UpdateRagdoll() { //if (MyFakes.ENABLE_RAGDOLL_DEBUG) Debug.WriteLine("RagdollComponent.UpdateRagdoll"); if (Character.Physics == null || Character.Physics.Ragdoll == null || RagdollMapper == null) { return; } if (!MyPerGameSettings.EnableRagdollModels) { return; } if (!RagdollMapper.IsActive || !Character.Physics.IsRagdollModeActive) { return; } if (!RagdollMapper.IsKeyFramed && !RagdollMapper.IsPartiallySimulated) { return; } RagdollMapper.UpdateRagdollPosition(); //RagdollMapper.UpdateRagdollPose(); Note: If we don't want to animate ragdoll, we don't need to call this, just use phys simulation.. RagdollMapper.SetVelocities(); RagdollMapper.DebugDraw(Character.WorldMatrix); }
/// <summary> /// Sets the ragdoll pose to bones pose /// </summary> private void UpdateRagdoll() { if (Character.Physics == null || Character.Physics.Ragdoll == null || RagdollMapper == null) { return; } if (!MyPerGameSettings.EnableRagdollModels) { return; } if (!RagdollMapper.IsActive || !Character.Physics.IsRagdollModeActive) { return; } if (!RagdollMapper.IsKeyFramed && !RagdollMapper.IsPartiallySimulated) { return; } RagdollMapper.UpdateRagdollPosition(); RagdollMapper.UpdateRagdollPose(); RagdollMapper.SetVelocities(); RagdollMapper.DebugDraw(Character.WorldMatrix); }