Expert 3D physics constraints
Hover springs, Jolt vehicle suspension, ragdoll blend-back. Scripts:
hover_constraint_3d.gd,vehicle_simulation_tuning.gd,ragdoll_blender.gd.
Core Architecture
1. Layers & Masks (3D)
Same as 2D:
- Layer: What object IS.
- Mask: What object HITS.
2. Physical Bones (Ragdolls)
Godot uses PhysicalBone3D nodes attached to Skeleton3D bones.
To setup:
- Select Skeleton3D.
- Click "Create Physical Skeleton" in top menu.
- This generates
PhysicalBone3Dnodes.
3. Jolt Joints
Use Generic6DOFJoint3D for almost everything. It covers hinge, slider, and ball-socket needs with simpler configuration than specific nodes.
Ragdoll Implementation
### 4. Custom Physics Constraint Solver (intersect_ray)
For building custom constraints like hover mechanics or custom suspensions, query the physics space directly using `PhysicsDirectSpaceState3D`. Access the space state only during the `_physics_process()` callback to avoid lock errors.
```gdscript
class_name HoverConstraint3D extends RigidBody3D
### 5. Jolt Settings (Vehicle Suspensions)
Jolt Physics is the recommended engine for high-stability 3D physics in Godot 4.x. For vehicle suspensions, tune `suspension_stiffness` and `suspension_travel` to balance stability and realism.
```gdscript
class_name VehicleSuspensionTuner extends VehicleBody3D
### 6. Ragdoll Blending (Revival Interpolation)
Transitioning from a ragdoll back to an animated state involves manipulating the `influence` property of the `PhysicalBoneSimulator3D`. Use a `Tween` to smoothly interpolate influence from 1.0 (physics) to 0.0 (animation).
```gdscript
class_name RagdollBlender extends Node3D