How to make Ragdoll that can play anims

Heya so Im tryna make an active ragdoll- where you know, it has a ragdoll that can play animations and stuff.. like, they can hold themselves or somethign when theyre hit and ragdolled , ionno- thats about it rlly- also- is there any way to do this in a ModuleScript? i will make this opensource if I finish it too :smiley:

Heya! I’m not sure what you mean but you could try something like Humanoid.PlatformStand = true (this doesn’t make the limbs flap around but it does make them fall).

If you want the limbs to flap around aswell but sometimes play animations youd need to not break motor6d’s and instead disable them using Motor6d.Enabled and then furthermore do something similar as to

Animator.AnimationPlayed:Connect(function(Track)
	if IsRagdolled then
		-- Enable all the motor 6ds
		task.wait(Track.Length)
		-- Disable all the motor 6ds
	end
end)

Hope this helped​:victory_hand::grinning_face:

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Active Ragdolls are sick! It’s basically the holy grail of physics-based games.

To get that ‘holding themselves’ vibe, you’ll probably want to look into AlignOrientation or ConfigurableJoints. The trick is keeping the ragdoll limbs ‘stiff’ enough to follow an animation track while still reacting to physics. You’re basically syncing a hidden animated character with the physical ragdoll parts using high-torque constraints.

And yeah, doing it in a ModuleScript is actually the best way to go. It makes the code way cleaner and easier for other people to use once you go open source. You can just have a Module.Enable(character) function that handles the joint swapping and constraint logic.

Good luck with it! If you pull it off, the community is gonna love that open-source release.

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yo, i figured out how i could do it lol, I could make A seperate driver arm and Use Vectorforces to move the real arm to it

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Use AnimationConstraints and BallSocketConstraints

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Do you still need help in this

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ah, no sorry- ive released the module - i forgot all about this mb