Ragdoll behaves weirdly until humanoid is killed

Greetings, I have the following problem: This ragdoll behaves weirdly until killed. I made a script that simply disables all motor6d’s and enables all ballsocketconstraints.

Does anyone know what might cause this?

is the torso / humanoidrootpart anchored?

unachoring/anchoring showed no effects

Did you change the humanoid’s state type to Physics ? Because I had a similar problem prior to doing that. (Can only be changed in a local script) Also, when resetting the ragdoll make sure to change the state type to GettingUp

Uh, I set it to Physics in a local script and nothing happened did the same in a server side script and it kinda worked, but the body parts fell off

You did Humanoid:ChangeState(Enum.HumanoidStateType.Physics) ? Not sure why that didn’t work - it worked for me before

It did kinda work, but at the same time all body parts started to fall for some reason

Have you tried turning CanCollide on for the body parts? Don’t really know what else to give

Yep. I guess it’s a more complicated issue. I’ll see if I can find a workaround.

Enable PlatformStand to true property inside of Humanoid and there you go, met same problem early, got solution with this. (Make it true while ragdoll)

Sadly, that didn’t work either, the ragdoll is now in a weird position.

Show me the gif of that position

here
Collisions cant be turned on manually anymore for some reason lol

If anyone is having a similar issue heres the the fix
I looked at this issue again today and I found the root of the problem:
unanchor the humanoid root part, and make two collision groups.
Assign all body parts(except humanoid root part) to group a, and the root part to group b.
Then make the two collision groups unable to collide with each other.

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