It’s been a while since I asked a question here on the forums, but I have been messing around with the new skinned meshes, particularly bones, and came across something I didn’t know how to do inside the Roblox engine.
Is there a way that, instead of moving bones in the form of an animation like you might Motor6ds, that you could allow bones to move freely connected to each other, in a ragdoll-y sort of fashion. Basically, connecting bones together with ball joints. You can easily connect separate parts together with “Ball in Socket” joints, but how would this work with bones in a rig?
I think the creator of this post was trying to do the same thing, but they never posted the solution:
I tried making ballsocket constraints for a ragdoll like normal
and made normal attachments on the bodyparts which I then copied the worldposition of the bone and set the position on the corresponding attachment.
After all of this I made a script that constantly sets the position of the bones to the position of the attachments and that seemed to achieve a skinned ragdoll effect.
Now I havnt tried this on any character models yet so this could or could not work for a player model but that was how I ragdolled a skinned mesh oval which had 3 seperate pieces since I wanted to test this out aswell.
Your idea of setting bones to the positions of parts connected by ball joints was what I was thinking of trying next. If you have any code or examples of doing it yourself, I would love to see.
I’m really surprised other people haven’t brought this topic up before, as you do it quite commonly in other engines such as Unity.