I can't find a solution to my problem anywhere on the web. Maybe I don't know how to search for it.
I have this 2D character that is set up the same way that those cardboard cutout puppets with pins for joints are.
The idea is to give it a ragdoll behaviour from the neck down, its head being the only thing animated. I need this character to be on a 2D plane while in a 3D environment, its head floating around, always facing the camera with its limp body following the movement.
I cannot find a way to combine those tutorials I found about ragdoll physics, 2D physics, bone constraints, armature affected by gravity and make it work.
I guess it's a fairly simple issue to solve but it's become clear that I cannot do it on my own.
Thank you for your future help.
EDIT II :
Following the comment of Rich Sedman, I used hinge rigid body constraints witch works pretty great. The only issue left is rotation constraints for the body parts so I can avoid things like the elbows bending the wrong way.
EDIT III :
I've solved the rotation constraints issue, I think. I use the angular limits of the Z Angle of each hinge point. I wish there were a way to display those limits in the viewport so it wouldn't be so tedious to adjust.
But another issue showed up. I can't find the good way of moving the puppet around.
- I tried to parent all puppet parts and hinges to an empty but only the latter move with the empty
- I tried parenting the parts of the puppet between them (shoe to calf, calf to thigh…) but the all thing goes haywire
- I tried parenting each part to the corresponding hinges but it doesn't work either and the articulation points are displaced
I understand that the hinge points are supposed to stay where they are at frame 0 while still affecting the puppet, wherever it is but it seems to upset my understanding of how to, ultimately, parent the whole puppet body to my already floating around head.