Ragdoll constraints (need help understanding)

So, I used the ragdoll code (hammer js etc) For a player, I used the debug lines to see where the root was and moved the center of mass (center of the players torso) to the root (entity with ragdoll script)

I use blockbench to model/animate (blender exports don’t export correctly for me anymore)

And so, I use a basic system of a collision with a child render.

I just don’t fully understand how to use the ragdoll constraints (or how the ENTITY to part system operates fully.) I understand x y z constraints but when scaling down the ENTITY (and by extension the children) the ragdoll explodes (debug shows the root becomes disconnected, as the parts all fly a good distance from it)

Any additional information on the topic of Ragdolls as in the ENTITY with the scripts relation to constraints, the constraint size/scale default etc. Hopefully additional information will help me fully or more so understand how to use the code. As of now, I have a giant test ragdoll of the player, but it has issues (I turned linear daming and angular damping down high to prevent most of the weird bounciness)

See a video of the current result below

Result when scaled down (positions collisions etc)

Hi @Jacob_McBride2!

Have you already seen the example project below? :point_down:

https://playcanvas.com/project/431888/overview/ragdoll

Yes but when I copied the exact ragdoll from there, it had the same issue. That’s why I am wondering how exactly each part of it interacts so I can try and find a solution to get a player sized ragdoll, and for it to be semi-decent.

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It seems to be semi-functional now after redoing it from the ground up.

There is still the issue with the floating arms, which looks bad to me (and any body part actually) When I allow some small amount of rotation they will essentially float off the body.

I remember I had some similar results at start.

Maybe my topic can help you a bit.