Add built-in skinned mesh ragdoll functionality (or make it easier to achieve)

I have no less than 5 custom characters modelled and ready to go, but the only thing holding me back is their dependency on skinned meshes.

All of these characters would be extremely challenging to break up into individual parts because this is a destructive process I cannot recover from in blender. Once I’ve done the rigging and weight painting, I need to break the mesh into pieces which takes significant time. After I’ve done this, it is essentially impossible for me to modify the weight painting if something doesn’t work right in Roblox.

Further, there’s a lot of manual effort I need to do in Roblox to get the rig imported and working in the animator properly (adjustment of motor hierarchy, getting hybrid motor6D and bone rigging to work properly, wrestling with the avatar importer’s rigid requirements), and almost every time I make a small mistake somewhere that makes me back to go back into blender and recombine everything and throw away all of my weight painting and part splitting and start again.

No matter what I do, I get stuck in a situation where I have to do a lot of manual effort multiple times over, and that is because I need to split these parts so I can support ragdolling (and coloring parts individually because we STILL do not have recolorable surfaceappearance, or surfaceappearance layers).

14 Likes

It would be nice if Roblox had built-in ragdoll functionality for all sorts of rigs tbh.

Unreal Engine has this neat feature that no matter what kind of rig you use,
through simple scripting you can call functions that will cause all joints to suddenly have physics enabled/disabled on them.

It’s even possible to BLEND animations WITH ragdoll physics which is super useful for realistic falling animations where you want your character to try to break or soften their fall.

You can seamlessly enable/disable and interpolate/blend between full ragdoll physics or rigid bones with animations.

Currently to achieve this in Roblox (just ragdolls alone on skinned avatars) is extremely tedious and hacky and requires a complicated setup and scripting.

And it’s a big bummer that Roblox doesn’t have this because I’d love to make something such as a fighting game where you can knock over NPCs into a ragdoll state and then they get back up again.

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Everything works on a one script and boolean value

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neat. how did you go about doing this if i may ask?

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Bump.

This would be very handy!
Right now we’re stuck with very labour-intensive, manual and inferior ways of creating ragdolls. What we settled on for our game, was to use an invisible hitbox that uses ballsockets. Then the skinned mesh gets aligned to that hitbox.

This is however not ideal at all. There’s alignment issues, and it’s very annoying having to maintain essentially 2 copies of the same model. A (semi-)automatic ragdoll functionality would save us so much time…

Please consider this.

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Bump.
This would be really cool and useful, especially for realism stuff and other things.

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Bump. Still needed.

Roblox has been increasingly trying to appeal to older gamers lately.
The lego-looking blocky kid friendly avatars used in many roblox games tend to assert Roblox as a platform for kids.

Adding more abilities to skinned meshes, especially a Ragdoll feature, would definitely make it more appealing to start making more diverse games which can appeal to a way wider audience.

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I believe skinned R15 rigs have the ability to ragdoll with skinning? But I think this feature request is referring to Custom rigs

R15 rigs ragdoll with joints between their separate (15) parts.
I’m not aware of a ragdoll for skinned meshes R15, or custom. They both use bones so should be the same thing.

I think what we need is a way to have physicsjoints (ballsockedconstraints) between bone attachments.
That would make ragdolls almost trivial to achieve.

Visually the joints are skinned together with no visible seams. The R15 skinning doesn’t use bones, and instead uses internal skinning data.

OP already touched on the R15 rig work-around and how unnecessarily labour intensive/messy/annoying it is aswell as arguable being worse for performance, hence why such a feature (or method to achieve) could be nice on a single rigged meshpart.

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Bump. Still needed.

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Feeling the need to bump this again, so I am.
Unreal Tournament 2004 has the ragdoll feature for skinned meshes, roblox studio does not.
Source Engine has a ragdoll feature for skinned meshes, roblox studio does not.
Why do we have to relay on R15?

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I managed to make it work by having a “collision” model of the skinned rig, where they had constraints and were essentially a ragdoll of the character, then updating the bone positions to their equivalent parts every frame. It worked but is not suitable in the long run. This would be a nice feature.

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Can this be acknowledged to (n)ever happen?

I would like an update so we know if we should waste our time on the convoluted method or just wait a bit for roblox to release an easy way.

Worst case scenario is we do all the work, only for roblox to release an easy to use ragdoll feature right after we’re done :joy:.

Thanks

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Roblox still lacking basic game mechanics. Sad!

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Hello! Could I possibly have the script for my roleplay game? if so then tysm!

This needs to be bumped again. A streamlined process for skinned mesh ragdolls is desperately needed among many devs

Bumping again, recent announcement from roblox had ballsocket ragdoll showcase… for R15

Bumping again, My RP game is in desperate need of skinned mesh ragdolls because for some reason only joints is supported for physical stuff, but I did find this post and I’m curious if we can make ragdolls from it… https://devforum.roblox.com/t/cloth-physics-simulation/2620873