PoseTarget
Map an exact joint name on any supported Zero skinned rig to an explicit static physics target. Set source to the animated skinned entity, bone to the joint name, target to a static Body entity and world to its World. Connect a Drive between your dynamic limb and that target. Dri…
PoseTarget
Map an exact joint name on any supported Zero skinned rig to an explicit static physics target. Set source to the animated skinned entity, bone to the joint name, target to a static Body entity and world to its World. Connect a Drive between your dynamic limb and that target. Drive anchors/frames provide bone-to-body offsets. Choose collision groups to suppress target/limb collisions as appropriate.
World samples mappings before submitting a new solve. Zero's own AnimGraph, retargeting and user clips produce the source pose; this component selects no clip and assumes no Skate skeleton. Remove mappings and rider bodies for vehicle-only use. The target is an ordinary owned, synchronized entity. Missing bones are explicit errors rather than silently substituting a stock rig. Mirrored transforms are rejected. Render-to-physics scale comes from the source joint world transform; collider dimensions remain independently authorable.
This provides animation-to-physics targets. A complete bidirectional ragdoll visual binding and packaged original character remain separate unfinished work.
Scoped to this part · feeds back into the world's score.