Ragdoll Animator

Setup your humanoid ragdoll instantly!

Blend ragdolled limbs with the animated model!

Enable ragdoll and controll muscle power towards the animator pose!


Before buying: To fully implement the plugin with your character's movement, you will need to use a bit of code, but nothing complex - mostly just calling single lines of code. Example scripts can really help you with that.

If you want your character to have physical legs when moving, the ragdoll animator may not support it with complete precision yet. In full free fall ragdoll mode, everything works as intended.


⚙️ Ragdoll Animator offsers an effective and clear solution for handling ragdoll physics on the limbs of your model, including animating it when being ragdolled. (works on generic and legacy animation skeleton too)



⌛ Quickly prepare bones to generate colliders, rigidbodies and joints on.

Controll scale/rigidbody mass of all colliders with basic sliders.

Tweak colliders position/scale with additional scene gizmos - without need to find bones in the hierarchy.



☄️ You can animate ragdoll in sync with keyframe animation and provide collision detection for arms, head and spine. You can smoothly enable free-fall ragdoll mode with possibility to add some natural motion to the ragdoll with muscle power moving bones towards keyframe animator pose with defined power.



Version 1.2.0 introduces possibility to setup ragdoll on any type of model.

Setup Ragdoll Animator on the humanoids/animals/spiders/plants etc.



⚙️ Limitations:

- It will not work as intended if you want to apply full body ragdoll with ragdolled legs (low motion precision in comparison to the animated model - handling legs physics is just very difficult, and it's better to disable ragdolling on them when model is walking)



Package works on all SRPs! It's not shader related package.

(You just need to covert standard Demo materials for demo examples)

Built In ✅ LWRP ✅ URP ✅ HDRP ✅ Custom RP ✅



Our Discord for Support

Preview the User Manual Here



Release Notes

version 1.2.5

- Fixed custom limbs axis limits calculations


- Added user methods to get custom limb bones chains references

- Fixed applying joint limits for custom chains during playmode when changing the values for quick preview

- Added helper controls for the custom limbs chain setup, to make setup faster (copy/paste menu button, chain scale multiplier, game object drag & drop area)

- Added joint axis angle limit controls in the custom chain limbs setup view

- Added 'Hard Sync On Collision' switch, which gives possibility to disable extra algorithm which was enabled by default in previous versions

- Ragdoll Dummy rigidbodies switched to 'Is Kinematic' will try to match animator pose.


Version 1.2.4:

TO AVOID CONSOLE ERRORS: Ragdoll Bone Indicator components now are exposed components - if you use demo scripts, you need to import demo unitypackage again to avoid console errors!


- Ragdoll Generating toggle 'Align With Scale' to better support models with scaled root bone

- Unlimited Rotations toggle in custom limbs setup

- If radius of some collider to generate is to small (causing physical glitches), it will be forced to scale = 0.1 with possibility to adjust it in GUI


- Disabling Ragdoll Animator component will disable all Ragdoll Dummy Physics for optimization

- Better Teleport Support

- New ragdollAnimator.Parameters.User_... methods

- More selective settings for handling colliders removal/keeping on the animator in the "Extra" category.

- Stabilizer component and new example scene with the component in use

- Support for broken joints (with new dismemberement demo scene - requires model with detachable mesh elements)

- In Extra category under Rare Settings, there is new toggle "Allow Disable Calculations On Zero Blend" which will disable many calculations when ragdoll blend is zero (not applied if 'Blend On collision' is enabled)

- Few small fixes for exception situations when generating ragdoll colliders and for muscle power blending


Version 1.2.3:

- Added full user manual PDF file

- Ragdoll Dummy Post Attach component for non-pre-generated ragdolls (it was in demo package, now it's in core)

- Some cosmetic GUI changes

- Possibility to hide generated dummy in the hierarchy view (it's under "Extra" category)

- Minor changes


Version 1.2.2:

! WARNING ! This version changed some core logics for AnimatePhysics mode and for the TryAnimatePelvis feature.

If something stopped working and you can't solve it, please report it to me via mail.



Version 1.2.1:

- Added 'User_HardSwitchOffRagdollAnimator' method to disable/enable back ragdoll animator if you want to use it only in certain situations

- Added 'User_DestroyRagdollAnimatorAndFreeze' method to destroy ragdoll animator completely and keep lying/death pose on the character

- Added 'User_DestroyRagdollAnimatorAndKeepPhysics' method to destroy ragdoll animator but keeping physical joints on the skeleton (moving them from dumym to the animator skeleton)

- (experimental) Now if you don't generate any ragdoll it will be generated in playmode

It needs some improvement for better transition when swithching to animator skeleton joints.

- Fixed 'Animate Pelvis' behaviour

- Added interface 'IRagdollAnimatorReceiver' which you can implement to call directly limbs collision enter/exit events with 'Send Collision Events to' feature.

Minor Changes:

- 'Try Animate Pelvis' is turned ON by default

- 'Fix Root in Pelvis' is turned ON by default

- 'Unity Solver Iterations' is = 6 by default



Version 1.2.0:

- Now Ragdoll Animator is providing two types of bones setup 'Humanoid Limbs' and 'Custom Limbs'

With custom limbs you get access for more customization for setting up ragdoll for your character/animal/creature.

With 'Custom Limbs' setup you can setup ragdoll for any type of model, like for animals or some strange creatures (gives possibility to ragdoll tails, multiple legs etc.)

You can use 'Custom Limbs' also for humanoid setups (gets automatically converted when switching from humanoid) to have access for more customization settings

like setting type of collider for each of the ragdoll bone.

In the future there may be more customization settings per ragdoll bone.

Custom Limbs can be used also for setting up ragdoll just on few limbs you want, like you can set ragdoll just only for the character's tail if you wish.

- Humanoid support for shoulder bones which can result in more animation matching precision for animated ragdoll

- Example scene with non humanoid "FredCrab" creature HL:Alyx inspired

- Example scene with various creatures with ragdoll setup on

- Hips pin precision adjustements and toggle for V2 hips pin algorithm (Play category -> 'Hips Pin Adjustements' foldout)

- !!! Now foots/fists transforms needs to be assigned manually in the inspector window

- Now 'Blend On Collision' feature will be disabled by default and collider helpers will not be added to the ragdoll limbs if not using 'Blend On Collision' or not using 'Collision Events'

- Possibility to switch off rotation limits for configurable joints when being in non-free-fall mode (to allow rotate bones in any direction demanded by the animator)

- Few optimizations

- Some quality of life changes in the inspector GUI



Version 1.0.4 (unity 2019.4+):

- Now the inspector window contains 3 sections instead of two (setup, play/tweaking, extra)

- Few settings moved from 'Setup' section to the 'Extra' section

- New option to multiply mass of all ragdoll dummy limbs at start (can be really helpful for quickly finding correct mass for your project environment)

- New option to make 'BaseTransform' follow ragdoll automatically on Free Fall - Repose Mode ('Extra' section)

- New option to disable collision with self dummy ('Extra' section)

- New option to disable collision with selected colliders ('Extra' section)

- New option to send each ragdoll dummy limb collision events ('Extra' section)

- Added few helper methods to the Ragdoll Processor, like:

User_SetPhysicalTorque(), User_LayingOnSide() and others



Version 1.0.3:

- Added "Pre Generate Ragdoll" toggle (visible when generated colliders and setted root bone)

- Active Blending Collisions debug

- Update physics toggle (for animator animate physics update mode)

- Some get-up methods update

- Root bone auto correction try algorithm (so in more cases you don't need to assign root bone manually)

- Added scene gizmos which will help setup characters (visible bones)

- Added logs helping solving common issues with the skeletons

- Added tutorial button


Version 1.0.2:

- Added scene gizmos which will help setup characters

- Added logs helping solving common issues with the skeletons

- Added tutorial button


Version 1.0.1:

-Added experimental HipsPin (under "Additional Settings" foldout) option to support full body ragdoll (low animation sync precision)

-Added auto-limbs detection algorithm support for generic rigs, known from Animation Designer

-Added rigidbody collider symmetrical adjusting tool

-Fixed some ragdoll colliders scene view adjusting logics

-Added "Auto Destroy" ragdoll dummy option

-Added possibility to select parent for dummy ragdoll object

-Cleaner Inspector GUI in Setup View

-Some other minor fixes

Basic Information
Latest Version
1.2.5 (09 Apr 2024)
Publisher
FImpossible Creations
Category
Tools/Physics
Size
6.8 MB
Price
free
Asset Rating
(14)
Extended Information
Unity Versions
2019.4.33
State
Deprecated