Ragdolling character stops the animation. If ragdoll ends quickly, animation continues, skipping frames lost when ragdolled.
My ragdoll script sets every HumanoidState to false other than None and Ragdoll, when ragdolled. And it just with ball sockets when Ragdoll state gets enabled. These characters have primary parts anchored and is animated, after animation is done, character goes to animated position and gets vector force applied to it.
are you sure? I was talking about the 0:02 - 0:04 part, not 0:04 - 0:09. Like, not the ragdoll, the animation part. I will check it out for 0:04 - 0:09 part tho.
I mean it is cool with animation, but would be good if I could do something like animation with ragdoll.
Thank you for help btw. This is final result with animation, for now.
Like he said, you can’t animate a ragdoll since the point of a ragdoll is for physics to take over. So instead of using an animation, you’ll need to use an align position to grab the ragdoll instead.
Here’s a rough list of steps to replicate what happens in the video.
Make a “fake” ragdoll on the attacker’s client for the smoothest performance. While that fake ragdoll is visible, make the actual target invisible.
Attach the fake ragdoll to the hand of the attacker using an align position. You can even shift where the hand is grabbing mid-throw by changing the position of the attachments.
Once you reach the release part of the animation, delete the fake ragdoll and deal knockback and ragdoll to the actual target. Also make the real target visible again.