Skinned Mesh Ragdoll

I’ve been trying to ragdoll a skinned mesh but I haven’t found any way to do it. Help is appreciated!

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The way I’ve done it is:
I made invisible parts that represent the limbs
and connected them with BallSocketConstraints.

And inside the loop I set WorldCFrame of all the bones to the CFrame of corresponding attachments.

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I got a very weird result while doing this

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I have no clue what’s going on here :frowning_with_open_mouth:

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Here are screenshots of the limbs folder and how the character with the limbs looks like.

image
image


local char = script.Parent
local root = char.PrimaryPart

while wait(0) do
	root["ValveBiped.Bip01_Pelvis"].WorldCFrame = char.Limbs.torso.Attachment.WorldCFrame 
	root["ValveBiped.Bip01_Pelvis"]["ValveBiped.Bip01_R_Thigh"].WorldCFrame = char.Limbs.RLeg.Attachment.WorldCFrame 
	root["ValveBiped.Bip01_Pelvis"]["ValveBiped.Bip01_L_Thigh"].WorldCFrame = char.Limbs.LLeg.Attachment.WorldCFrame 
	root["ValveBiped.Bip01_Pelvis"]["ValveBiped.Bip01_R_Thigh"].WorldCFrame = char.Limbs.RLeg.Attachment.WorldCFrame 
	root["ValveBiped.Bip01_Pelvis"]["ValveBiped.Bip01_Spine"]["ValveBiped.Bip01_Spine1"]["ValveBiped.Bip01_Spine2"]["ValveBiped.Bip01_Spine4"]["ValveBiped.Bip01_L_Clavicle"]["ValveBiped.Bip01_L_UpperArm"].WorldCFrame = char.Limbs.Larm.Attachment.WorldCFrame 
	root["ValveBiped.Bip01_Pelvis"]["ValveBiped.Bip01_Spine"]["ValveBiped.Bip01_Spine1"]["ValveBiped.Bip01_Spine2"]["ValveBiped.Bip01_Spine4"]["ValveBiped.Bip01_R_Clavicle"]["ValveBiped.Bip01_R_UpperArm"].WorldCFrame = char.Limbs.Rarm.Attachment.WorldCFrame 

end

Could this help?

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Make the (BallSocketContraint) connections like this:
Torso > Arms
Torso > Legs
Torso > Head

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