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text: "This is the most basic PuppetMaster character setup.\n\nPlay the scene and
slide \"Pin Weight\" to zero to release the character to physical muscle space
animation.\n\nPlay around with all the other parameters, expand \"Muscles\" to
adjust weight multipliers for each muscle separately. \n\nTo create a PuppetMaster
character from a ragdoll:\n\n1. Drag a ragdoll character to the scene. If the
ragdoll was not built with ConfigurableJoints, select it's root GameObject and
click on GameObject/Convert To ConfigurableJoints. You can also use the BipedRagdollCreator
component to create and modify biped ragdolls.\n\n2. Add the PuppetMaster component
to the root Transform of the ragdoll character.\n\n3. Assign the \"Animated Target\".
It can be set to the same GameObject, in which case it will be duplicated and
cleaned up of all the ragdoll components. It can also be an instance of the character
or even another character as long as the positions of the bones match. The rotations
of the bones don't need to be identical. That makes it possible to share ragdoll
structures and is also most useful when the feet bones are not aligned to the
ground (like Mixamo characters). In that case you can simply rotate the ragdoll's
feet to align, keeping the target's feet where they are.\n\n4. Click on \"Set
Up PuppetMaster\"\n\nYou should now have your character set up in an animated
target - ragdoll duality, parented to a root GameObject. \nThis dual setup enables
you to focus on animating your character, forgetting about the ragdoll part that
is managed by the PuppetMaster. It also enables you to disable the PuppetMaster
and deactivate the entire ragdoll by simply setting its \"Mode\" to \"Disabled\"
when you don't need it.\n\nNote that it would be technically possible to set
it up as a single ragdoll character, but it would multiply the cost of performance
because of having to move GameObjects with colliders back and forth in each update
cycle. That price would increase further if you had to solve some IK on those
bones. With a dual setup, however, you can do all the procedural kinematic adjustments
on the kinematic target character without any extra performance cost from the
dynamics side. Add that to the benefits of sharing ragdolls between characters
in a future release of PuppetMaster. ;)"
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text: Find "Dummy PuppetMaster", slide "Pin Weight" to zero to unpin the character
color: {r: 1, g: 1, b: 1, a: 1}
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