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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
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    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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    All Puppet Behaviours have been
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