Shrimple Ragdolls

A ModelPhysics wrapper that expands its features and lets you easily switch to different ragdoll modes.

Enabled: The default mode we all know as "ragdoll", driven by physics
Passive: Collisions enabled on all bodies, driven by animations
Active: Collisions and simulation enabled, but bodies follow the renderer, driven by animations then by physics
Motor: Everything enabled, but the joint's motors are set to follow their parent space animations, similar to euphoria ragdolls    

How to use

Shrimple look up the Shrimple Ragdoll component and add it to your gameobject, then set the renderer you want to target and the mode.
If you want to mess with physics beforehand, like tying the ragdolls like in the video, shrimple enable CreateGameObjects on the renderer.

Lerp

Shrimple Ragdoll also offers lerping between various modes to smoothly transition, for example from Enabled to Passive, like getting up.

StartLerpMeshToAnimation( duration, targetMode ): Override the bone's transform to the current animation pose, then switch to targetMode
StartLerpObjectsToAnimation( duraction, targetMode): Lerp the objects to the current animation pose, then switch to targetMode
StartLerpBodiesToAnimation( duration, targetMode): Lerp the bodies physically to the current animation pose, then switch to targetMode
And various other overrides that lets you select specific bodies and modes.

Procedural hit reactions

With the Shrimple Ragdoll component, you'll be able to use procedural localized hit reactions on your model: You define a hit position, hit direction, strength, radius, duration, and it will automatically and smoothly translate the impacted bones backwards, twisting and offsetting depending on the force.

ApplyHitReaction( hitPosition, force, radius, duration, rotationStrength ): Start the procedural hit reaction on the specified world position and radius, it will then look up which bones fall inside of the radius and begin the animation.
Multiple hit reactions can happen at the same time, but beware of having too many happen on the same spot too quickly or else your head will start twisting backwards!

Partial Ragdolling

You're able to partially ragdoll only certain bones or limbs so that they flop around, like breaking an arm or leg!

RagdollBone( rootBone, includeChildren ): Ragdolls a single bone and optionally all its children
UnragdollBone( rootBone, IncludeChildren ): Unragdolls a single bone and optionally all its children

Extra properties

Shrimple Ragdolls come with extra properties on top of ModelPhysics that you can set

Gravity: Set gravity to all bodies
GravityScale: Set gravity scale to all bodies
LinearDamping: Set linear damping to all bodies
AngularDamping: Set angular damping to all bodies
MassOverride: Correctly scale the mass of all bodies based on their ratio so that it matches this value
Surface: Set the Surface on all colliders
ColliderFlags: Set ColliderFlags on all colliders
MassCenter: Calculates the current mass center by the average of the bodies mass center weighted by their mass

Advanced properties

To enable these you'll have to right click the component and check the "Show Advanced Properties" box

MotorFrequency: The frequency of the joint's motors
MotorDamping: The damping of the joint's motors
ActiveLerpTime: How fast the Active mode takes to reach final transform

Extra methods

Move( Transform ): Move the ragdoll without affecting its velocity or simulating collisions
ApplyVelocity( Vector3 ): Apply a velocity to the ragdoll as a whole rather than on every body individually
ApplyAngularVelocity( Vector3 ): Correctly apply an angular velocity to the ragdoll, spinning it around the mass center
ApplyForce( Vector3 ): Apply a force to the ragdoll on all bodies
ApplyTorque( Vector3 ): Apply a torque to the ragdoll on all bodies
ApplyImpulse( Vector3 ): Apply an impulse to the ragdoll on all bodies
GetModelMass(): Returns the model's default mass through its physics model data
SleepPhysics(): Put all bodies to sleep
WakePhysics(): Wake up all bodies
GetBodyByX(x): Varioud methods to retried a ragdoll body
GetDescendantBones(x): Returns the bone and all of its descendants in the skeleton
MultiplyJointLimits( float ): Multiply the limits of each joint so they're able to move more

Source code:
GitHub
GitHub - Small-Fish-Dev/Shrimple-Ragdolls
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