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Question by TheAMes · Oct 17, 2013 at 04:32 PM · animationragdolliskinematic

Ragdoll with animation weird behaviour

Ok so I have imported my character who has an animation

Just for a test i set the animation to play by default

i have setup the ragdoll stuff, iskinematic is true for all the rigid bodies in the character

now i run the game, the character is suspended in mid air as expeced (cause thats where i put her) and she starts the animation, as soon as the animation ends its like physics kicks in, shes stil hanging in mid ait but her limps are dnagling about etc, i would have thought shed stay in the position from the end of the animation?

I was also trying to disable iskinematic on the start() event just to test turning off animation, which i want to do when she dies but this never seems to work either?

CHeers

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Answer by aeroson · Jun 19, 2014 at 03:32 PM

Same problem here, if i do exactly the same only with 3 rigidbodies i see no problems at all. From the looks of it it seems some of the deepest rigidbodies (toes / fingers) are not kinematic despite being set to kinematic and are pushing the whole hierarchy, even misplacing themselves despite being jointed.

Really wanted to make a nice solution for this. But it seems the only way is to create the ragdoll on runtime. http://www.hernanzaldivar.com/2013/11/unity-ragdoll-and-collisions-with.html

Here is a rought lame utility class to add & cleanup joints & rigidboides http://pastebin.com/raw.php?i=WhLFb3k5 , though it requires colliders to be already created.

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