I am contacting you with a question regarding functionality.
Currently, I am attempting to apply physics through code. Specifically, I am trying to implement physics between an Avatar and a Prop. However, this is not documented in the Reallusion Wiki. Is there an alternative method besides manually finding the boundaries of objects, calculating Euclidean distances, and setting positions?
I am trying to implement physics using iClone, but when a person collides with a wall, in a realistic scenario, the person should hit the wall and move in the opposite direction. However, the current results are behaving strangely. Is it possible to implement physics that behaves like real-world physics?
Additionally, I would like to modify an Avatar’s motion through code. Specifically, I want to move a particular bone to a specific world position at a specific frame. Is this possible? From my research, it seems that the motion is implemented using Forward Kinematics, so for a hand (e.g., CC_Base_R_Hand), only rotation is possible. In the case of Inverse Kinematics, I understand it can be done through HIK, but I want to access the DataBlock to transform coordinates directly instead of using ReachKey. However, I couldn’t find any examples and have been unable to implement this. Is this also possible?
Here is the open source python 3 ragdoll physic engine that is available as an optional plugin for the poser software
I already told the Reallusion devs about
this long ago.
I have no python programming knowledge myself
However
I showed this to the guys from cascadeur on twitter last year and within six months Cascadeur had Ragdoll physics.
Not claiming they ported it but still quite a coincidence.