Godot Version
4.5
Question
I’m working on a 2.5D game in Godot 4.5 that uses skeletal animation + ragdoll physics.
I’m really happy with how the full ragdoll mode behaves, but I can’t get anything close to a good active ragdoll result.
I’m using PhysicalBoneSimulator3D and blending between animation - physics - animation by adjusting the influence property.
Has anyone achieved a nice active ragdoll setup in Godot 4.x?
Here’s the simplified version of my current code:
func _on_hurtbox_body_entered(body: Node3D):
activate_ragdoll()
var tween = create_tween()
tween.tween_interval(0.25)
tween.tween_property(physical_bone_simulator, "influence", 0.0, 0.5)\
.set_ease(Tween.EASE_OUT)
tween.tween_callback(Callable(self, "deactivate_ragdoll"))
func activate_ragdoll(influence: float):
animation_tree.active = false
collider.set_deferred("disabled", true)
physical_bone_simulator.physical_bones_start_simulation()
physical_bone_simulator.influence = 0.8
func deactivate_ragdoll():
physical_bone_simulator.influence = 0.0
physical_bone_simulator.physical_bones_stop_simulation()
collider.set_deferred("disabled", false)
animation_tree.active = true
Active Ragdoll: Needs Improvement

Full Ragdoll: Works Great
