How is this even possible?

As you can see in this image, the ragdoll has it’s limbs set to CanCollide true, but somehow there’s just no collision.
It’s not a studio gui problem, because printing CanCollide property says it’s true.

image

I haven’t done anything with collision groups. I’ve only changed the CanCollide property.

The collision on the limbs seems to be behaving strange, the collision gets set and it works fine, but then the limbs fall into the floor every 10-20 seconds, lasting about 1-5 seconds.

The humanoid state isn’t even being changed. Is there some other strange humanoid behavior I should know about?

2 Likes

Do you have the humanoid’s state set to Ragdoll?

I would also do that locally.

3 Likes

The humanoid state is set to Dead because the humanoid is dead.

Well then that’s the problem. It’s been this way since 2016.

I’ve found @POOPENGUIN solution works which does it by reparenting the character children on death.

However you need an additional basepart check since now in 2022 WrapTarget is added which is named head as well and errors.

server script w/ small update
game.Players.PlayerAdded:Connect(function(Player)
	Player.CharacterAdded:Connect(function(Char)
        print("Ragdoll added")
		Char:WaitForChild("Humanoid").BreakJointsOnDeath = false
		Char.Humanoid.Died:Connect(function()
			local charModelClone = Instance.new("Model")
			charModelClone.Parent = game.Workspace
			
			local charChildren = Char:GetChildren()
			Char.HumanoidRootPart.CanCollide = false
			for i = 1,#charChildren do
				charChildren[i].Parent = charModelClone
			end

			for _, v in pairs(charModelClone:GetDescendants()) do
				if v:IsA("BasePart") then
					v:SetNetworkOwner(Player)
                    if v.Name == "Head" then
                        v.CanCollide = true
                    end    
				end
				if v:IsA("Motor6D") then
					local Att0, Att1 = Instance.new("Attachment"), Instance.new("Attachment")
					Att0.CFrame = v.C0
					Att1.CFrame = v.C1
					Att0.Parent = v.Part0
					Att1.Parent = v.Part1
					local BSC = Instance.new("BallSocketConstraint")
					BSC.Attachment0 = Att0
					BSC.Attachment1 = Att1
					BSC.Parent = v.Part0
					if v.Part1.Name ==  "Head" then
						BSC.LimitsEnabled = true
						BSC.TwistLimitsEnabled = true
					end
					v.Enabled = false
				end
				if v.Name == "AccessoryWeld" then
					local WC = Instance.new("WeldConstraint")
					WC.Part0 = v.Part0
					WC.Part1 = v.Part1
					WC.Parent = v.Parent
					v.Enabled = false
				end
			end
		end)
	end)
end)

me when exam

image

So it’s just an unfixable bug that needs to be worked around?

Actually not sure, seems like the state for @POOPENGUIN solution is also in a dead state, seems like it’s something odd with your specific ragdoll script since you haven’t shown yours specifically.

Perhaps it’s a network owner problem, are you changing CanCollide on server or client?

The ragdoll script above is purely server script

All of my ragdoll system is on the server.

Well I fixed it by reparenting the character’s arms and legs to a separate model outside of the character (so the ragdoll consists of two separate models). This frees the limbs from the influence of the humanoid.
Then I just made sure the welds were working correctly, and that the separate ragdoll model gets destroyed whenever the character gets destroyed.

Doing this works for the custom characters in my game, but problems may arise for roblox avatars.