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