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extends Skeleton
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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physical_bones_start_simulation()
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[gd_resource type="Environment" load_steps=2 format=2]
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[sub_resource type="ProceduralSky" id=1]
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[resource]
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background_mode = 2
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background_sky = SubResource( 1 )
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://ragdoll.tscn" type="PackedScene" id=1]
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[sub_resource type="CubeMesh" id=1]
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[sub_resource type="SpatialMaterial" id=2]
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albedo_color = Color( 0, 0.572549, 0.101961, 1 )
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[sub_resource type="BoxShape" id=3]
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[node name="Spatial" type="Spatial"]
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[node name="Camera" type="Camera" parent="."]
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transform = Transform( -0.062943, 0, -0.998017, 0, 1, 0, 0.998017, 0, -0.062943, -17.9709, 0.551251, 0 )
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[node name="MeshInstance" type="MeshInstance" parent="."]
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transform = Transform( 19.8469, 0, 0, 0, 1, 0, 0, 0, 14.3377, 0, -8.34317, 0 )
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mesh = SubResource( 1 )
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material/0 = SubResource( 2 )
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[node name="StaticBody" type="StaticBody" parent="MeshInstance"]
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[node name="CollisionShape" type="CollisionShape" parent="MeshInstance/StaticBody"]
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shape = SubResource( 3 )
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[node name="Scene Root" parent="." instance=ExtResource( 1 )]
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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_global_script_classes=[ ]
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_global_script_class_icons={
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}
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[application]
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config/name="Basic ragdoll"
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run/main_scene="res://main.tscn"
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config/icon="res://icon.png"
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[rendering]
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environment/default_environment="res://default_env.tres"
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://untitled.dae" type="PackedScene" id=1]
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[ext_resource path="res://Skeleton.gd" type="Script" id=2]
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[sub_resource type="CapsuleShape" id=1]
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radius = 0.1
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height = 0.8
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[sub_resource type="CapsuleShape" id=2]
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radius = 0.1
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height = 0.8
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[sub_resource type="CapsuleShape" id=3]
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radius = 0.1
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height = 0.8
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[sub_resource type="CapsuleShape" id=4]
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radius = 0.1
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height = 0.8
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[sub_resource type="CapsuleShape" id=5]
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radius = 0.329607
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height = 2.63686
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[sub_resource type="CapsuleShape" id=6]
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radius = 0.0774984
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height = 0.619987
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[sub_resource type="CapsuleShape" id=7]
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radius = 0.071445
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height = 0.57156
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[node name="Scene Root" index="0" instance=ExtResource( 1 )]
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[node name="Skeleton" parent="Armature" index="0"]
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script = ExtResource( 2 )
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[node name="Physical Bone Bone" type="PhysicalBone" parent="Armature/Skeleton" index="1"]
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editor/display_folded = true
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transform = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0.5, 0 )
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
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bone_name = "Bone"
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone" index="0"]
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shape = SubResource( 1 )
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[node name="Physical Bone Bone001" type="PhysicalBone" parent="Armature/Skeleton" index="2"]
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editor/display_folded = true
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -0.5 )
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joint_type = 1
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
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bone_name = "Bone.001"
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joint_constraints/bias = 0.3
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joint_constraints/damping = 1.0
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joint_constraints/impulse_clamp = 0.0
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone001" index="0"]
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shape = SubResource( 2 )
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[node name="Physical Bone Bone002" type="PhysicalBone" parent="Armature/Skeleton" index="3"]
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editor/display_folded = true
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transform = Transform( -1, 8.74228e-008, 0, 8.74228e-008, 1, 0, 0, 0, -1, 0, 1, 0.5 )
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joint_type = 3
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
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bone_name = "Bone.002"
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joint_constraints/angular_limit_enabled = false
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joint_constraints/angular_limit_upper = 90.0
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joint_constraints/angular_limit_lower = -90.0
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joint_constraints/angular_limit_bias = 0.3
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joint_constraints/angular_limit_softness = 0.9
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joint_constraints/angular_limit_relaxation = 1.0
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone002" index="0"]
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shape = SubResource( 3 )
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[node name="Physical Bone Bone003" type="PhysicalBone" parent="Armature/Skeleton" index="4"]
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editor/display_folded = true
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transform = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 1.5, 0 )
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joint_type = 3
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.5 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.5 )
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bone_name = "Bone.003"
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joint_constraints/angular_limit_enabled = false
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joint_constraints/angular_limit_upper = 90.0
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joint_constraints/angular_limit_lower = -90.0
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joint_constraints/angular_limit_bias = 0.3
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joint_constraints/angular_limit_softness = 0.9
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joint_constraints/angular_limit_relaxation = 1.0
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone003" index="0"]
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shape = SubResource( 4 )
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[node name="Physical Bone Bone007" type="PhysicalBone" parent="Armature/Skeleton" index="5"]
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editor/display_folded = true
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transform = Transform( 1, -8.74228e-008, 0, 0, 0, 1, -8.74228e-008, -1, 0, 0, -0.648037, 0 )
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joint_type = 3
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.64804 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -1.64804 )
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bone_name = "Bone.007"
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joint_constraints/angular_limit_enabled = false
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joint_constraints/angular_limit_upper = 90.0
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joint_constraints/angular_limit_lower = -90.0
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joint_constraints/angular_limit_bias = 0.3
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joint_constraints/angular_limit_softness = 0.9
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joint_constraints/angular_limit_relaxation = 1.0
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone007" index="0"]
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shape = SubResource( 5 )
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[node name="Physical Bone Bone008" type="PhysicalBone" parent="Armature/Skeleton" index="6"]
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editor/display_folded = true
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transform = Transform( 1, 6.6815e-022, 0, -6.6815e-022, 1, 0, 0, 7.64274e-015, 1, 0, -2.29607, -0.387492 )
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joint_type = 3
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.387492 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.387492 )
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bone_name = "Bone.008"
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joint_constraints/angular_limit_enabled = false
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joint_constraints/angular_limit_upper = 90.0
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joint_constraints/angular_limit_lower = -90.0
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joint_constraints/angular_limit_bias = 0.3
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joint_constraints/angular_limit_softness = 0.9
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joint_constraints/angular_limit_relaxation = 1.0
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone008" index="0"]
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shape = SubResource( 6 )
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[node name="Physical Bone Bone009" type="PhysicalBone" parent="Armature/Skeleton" index="7"]
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editor/display_folded = true
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transform = Transform( -1, -6.3573e-008, 0, -6.3573e-008, 1, 0, 0, 7.64274e-015, -1, 0, -2.29607, 0.357225 )
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joint_type = 4
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joint_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.357225 )
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body_offset = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.357225 )
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bone_name = "Bone.009"
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joint_constraints/linear_limit_upper = 1.0
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joint_constraints/linear_limit_lower = -1.0
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joint_constraints/linear_limit_softness = 1.0
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joint_constraints/linear_limit_restitution = 0.7
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joint_constraints/linear_limit_damping = 1.0
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joint_constraints/angular_limit_upper = 0.0
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joint_constraints/angular_limit_lower = 0.0
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joint_constraints/angular_limit_softness = 1.0
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joint_constraints/angular_limit_restitution = 0.7
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joint_constraints/angular_limit_damping = 1.0
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[node name="CollisionShape" type="CollisionShape" parent="Armature/Skeleton/Physical Bone Bone009" index="0"]
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shape = SubResource( 7 )
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