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Modern use of ragdoll physics goes beyond death sequences. The term ragdoll comes from the problem that the articulated systems, due to the limits of the solvers used, tend to have little or zero joint/ skeletal muscle stiffness, leading to a character collapsing much like a toy rag doll, often into comically improbable or compromising positions. When the character dies, their body begins to collapse to the ground, honouring these restrictions on each of the joints' motion, which often looks more realistic. A ragdoll is, therefore, a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. As computers increased in power, it became possible to do limited real-time physical simulations, which made death animations more realistic.Įarly video games used manually created animations for a character’s death sequences. Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. Still from an early 1997 animation using ragdoll physics |