Loose PhysX Joints

I’m using PhysX in Unity to set up a Rag Doll. If I make the Rag Doll with RigidBodies and Joints (either Hinge or Configurable) I get terrible, wobbly joints.

I’ve tried increasing the solver iteration count but it’s still very annoying. I did a little research and see that the ideal solution is to use “Articulated” physics joints. Here’s a post from the Unity Forums describing it: http://forum.unity3d.com/threads/ape-articulated-physics-engine-for-robust-joints-and-powerful-motors.259889/ .

Now my problem is the articulated joint tool called APE isn’t available. I’m left with PhysX and am trying to figure out if this is possible via a configuration parameter(s). Can PhysX be configured to “tighten” up its joints?

Have you tried using joint projection?

PxConstraintFlag Struct Reference
[Physics]
a table of function pointers for a constraint More…
#include <PxConstraint.h>

List of all members.

Public Types
enum Enum {
eBROKEN = 1<<0,
ePROJECT_TO_ACTOR0 = 1<<1,
ePROJECT_TO_ACTOR1 = 1<<2,
ePROJECTION = ePROJECT_TO_ACTOR0 | ePROJECT_TO_ACTOR1,
eCOLLISION_ENABLED = 1<<3,
eREPORTING = 1<<4,
eVISUALIZATION = 1<<5,
eDRIVE_LIMITS_ARE_FORCES = 1<<6,
eDEPRECATED_32_COMPATIBILITY = 1<<7,
eIMPROVED_SLERP = 1<<8
}

the Unity’s soft PhysX is quite different from Physx at normal or high speed.

Unity PhysX merely calculate right approximate value ,at a low speed situation.

There is a plan of release announced in the Unity APE thread:

http://forum.unity3d.com/threads/ape-advanced-physics-engine-for-robust-joints-and-powerful-motors.259889/page-3