Inverse Kinematics and Ragdoll Physics.
tracked
Caian Nagy
I've been on SL over 16 years, mostly creating and animating. So, I believe we are in great need of:
Inverse Kinematics and Ragdoll Physics.
also, from that, I think we could have also ropes physics and have whole other ways to create which is now impossible.
Thanks LL team, ♥ you all.
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Merged in a post from Polyhistor Serpente:
Title: Implementation of Ragdoll Physics for Second Life Avatars
Details: I propose the addition of ragdoll physics to Second Life avatars to enhance realism, immersion, and entertainment value within the virtual world. This feature would allow avatars to dynamically respond to collisions, falls, and physical forces in a more natural and engaging manner.
Currently, avatar movement and collision interactions in Second Life are relatively rigid, lacking realistic responses to environmental forces. By implementing ragdoll physics, avatars could behave more dynamically when falling, being pushed, or colliding with objects. This would be particularly beneficial in roleplay scenarios, combat simulations, and casual interactions, creating a more immersive and entertaining experience for residents.
Ragdoll physics would enable avatars to react more naturally when knocked down, tripping, or engaging in scripted actions that simulate unconsciousness or loss of control. Similar physics systems are common in modern games and virtual environments, significantly enhancing realism.
- Enhanced Realism: Avatars will react more naturally to physical forces, improving immersion in roleplay and social interactions.
- Improved Entertainment Value: Accidental or intentional falls, stumbles, and impacts will add an element of fun and unpredictability to Second Life.
- Better Combat and Roleplay Experiences: Simulated knockdowns and physics based interactions will provide more depth to fighting, sports, and roleplay based activities.
- Expanded Creative Opportunities: Content creators and script developers could use the system for new game mechanics, machinima, and interactive experiences.
Considerations:
The feature should be optional, with toggles for residents who prefer to not be effected by the ragdoll physics. Scripting support would be nice so you can allow creators to incorporate ragdoll effects into custom content and interactions.
Adding ragdoll physics to Second Life avatars would significantly enhance engagement, realism, and interactivity. It aligns with modern expectations for physics based movement and would provide a fresh, exciting dimension to the experience on the grid.
Shakeno Tomsen
Upvote. I've been begging for this for ages to no avail, and I'm in the exact same situation and feelings as OP.
When working on my animation exporter I tried giving IK export a go, but the current implementation of IKs is just bad and extremely limited. I don't think they are even really supported since they mess up so much.
I don't think this is an animation request though, as IKs should have their targets set by script, either to prims in your avatar or in the world.
C4ylus Resident
Up
Harvey Lamilton
UP
Kore Jardberg
Puppetry was supposed to introduce that 2 years ago.
Caian Nagy
I elaborated some functions, it still rough tho
marxman1313 Resident
It might be a good idea to explain Inverse Kinematics if it's possible to edit the post or leave a comment about it. I THINK I know what you're talking about having learned animation from a Blender friend but I'm not entirely sure and imagine most would have no idea.
Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Cackle Amore
The sad thing is there is IK on the feet, but user made animations override it.