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Ragdoll system for Warcraft - is it possible?

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Level 21
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I know there is a GUI action for making head or chest of a unit face another unit.
I guess, by using JASS, you could also make other bones do that..

You're right, although this is incredibly hard to use for animations.
JASS:
native SetUnitLookAt takes unit whichUnit, string whichBone, unit lookAtTarget, real offsetX, real offsetY, real offsetZ returns nothing
 
Level 25
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Each body part would need to be a different unit with a different model.

It's possible and fairly easy to point any given body part in any direction/pitch.

The problem is calculating the "ragdollness" of each body part interaction; it's possible but won't be very efficient. You could maybe have 5-10 ragdoll units running smoothly.
 
Level 29
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Ragdoll physics are not about having skeletal animation, but rather about removing control over the skeleton and letting physics do the rest.

A WC3-like example would be elemental models that "break" to different parts upon dying. Of course, that's a static animation, the idea is to make that work with physics (and allow things to stay attached if required through constraints).

It isn't too hard to do, but I am not sure if WC3 is a realistic target, seeing what a slowpoke it is.
And by "it" I mean collision detection/response and constraints (degrees of freedom, rotation constraints, distance constraints, etc.).
 
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