Avatar Joint Upgrade for Physically-Simulated Character Movement is Now Live!

I do, i use RunService.PreAnimation but the same thing happens.

Try PreSimulation, as the documentation describes it as best practice for this purpose.

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Nope, same thing. I am certain that it happens because of an animation, because when I turned on the Humanoid.PlatformStand, i could freely rotate the arm. Also, for some reason, the “bug” happens only with the ShoulderRigAttachment joints.

Noticed that enabling the new NextGenReplication along with ImprovedPhysicsReplication relieves this issue, while some fix is nice to have, NextGenReplication just feels too unstable, atleast for nows. Will there be a solution without having to enable specifically NextGenReplication ?

My experience so far!
I tried implementing this as a solution to ragdolling for a game I’m making right now. I copied the script from the test place used to make the character fall down and get up without setting the humanoid to dead. Since humanoid death activates other flags and behavior that I don’t want to accidentally trigger, my entity spawning system handles death on its own.
The code:

	self.HRP:SetNetworkOwner(nil)
	task.wait()
	--self.Humanoid.PlatformStand = true
	self.Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll) 
	self.Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
	for _, joint in self.Model:GetDescendants() do
		if joint:IsA("AnimationConstraint") then
			joint.Enabled = false
		--[[elseif joint:IsA("BallSocketConstraint") then
			joint.MaxFrictionTorque = 10]]
		end
	end
	for i, v in pairs(self.Model:GetChildren()) do
		if v:IsA("MeshPart") then
			print (v.Name)
			v.CanCollide = true
		end
	end

So, how did it work out? Well, it does successfully engage ragdoll. Cool! It also seems that the humanoid root part is not attached to the rest of the character, and it does not disable input from the user in the same way that HumanoidStateType.Physics does. So the player can bizzarely still walk around with none of their body parts.
The arms, legs, etc getting CanCollide set to true does work, however whenever the character’s state changes such as from waking, jumping, etc the humanoid immediately turns the CanCollide to false again, causing them to clip through the ground and ruining the effect… I get something similar or worse trying to directly use the character scripts from the test place, they seem to work fine in that place so I am not sure why it falls apart when I put it into a new experience.
This seems to have a lot of potential but needs a lot more work before it can be used in real games

Has Phase 2 rollout already started? If so, when was the default value switched from Disabled to Enabled?

Why does deleting the animation constraint and the ball socket for the left upper arm (detaching the arm) make the right arm fold into the body
This has broken some things in my game where the arm is supposed to fall off, this did not happen with the old system

The ragdoll only works on client scripts and not server, why?

How can I ragdoll NPCs?

Does ragdoll replicate to other players if done client sided?

hey arxy did you find a solution?

I do not remember what I did… Just make sure not to clone the character or something. it was something like that.

That allowed you to ragdoll NPCs?

No I think ragdolling NPCs will remain broken and you need to completely design your own avatar system.