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This question was closed Sep 11, 2021 at 09:44 PM by andrew-lukasik for the following reason:

this thread is being targeted by bots, for some reason

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Question by CheeseY · Apr 25, 2017 at 04:40 PM · c#physicsmecanimragdollskinned mesh renderer

Ragdoll not 'applying' to skinned mesh?

I can't seem to actually get the ragdoll to 'apply' to the skinned mesh renderer.

If i turn off / disable the animator component after hitting play, so mecanim loses any 'control'; at that point i can see the colliders for the ragdoll flop down in the scene view. But the meshes themselves don't conform to the bones transforms anymore..

They aren't being deformed it seems and the whole model just stays stiff rigid.

I say meshes because, I've exported my model from blender with a few different objects for various body parts, so there are actually a few 'skinned mesh renderers'.

Thanks if anyone can point me in the right direction!


To give some clarification, i have now tried combining all the mesh objects so i only have one skinned mesh renderer.

It still doesn't fix my problem, when i disable the animator the mesh stays at its last position and the colliders can be seen reacting/falling appropriately sort-of "disconnected" from the mesh.

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avatar image CheeseY · Apr 24, 2017 at 11:20 PM 0
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I worked it out..

'Optimize Game Objects', on the model import settings / rig tab. I had it ticked and was exposing all the bones but it was destroying the heirarchy/structure of the bones..

When i unticked it, it immediately started working as a ragdoll. I don't know if this question will even get approved but it might save someone a lot of time!

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