CopyTransformModifier3D or any rig modifier doesn't work with active ragdolls

Godot Version

4.6

Question

So when using any bone modifier on the animation part of the active ragdoll it doesn’t seem to change anything for the ragdoll part of the active ragdoll. Changing additive doesn’t work and I’m not really sure what to do from here. Thank you in advance.

Update on this I managed to incorporate the camera’s rotation into the ragdoll portion and plan to do that instead. Issue is the x rotation changes whenever I rotate on the y axis.

global_rotation doesn’t work and trying to multiply it by a global transform causes it to explode.
Just need to figure out a where it can always look up and down no matter what

for b:PhysicalBone3D in physicsBones:
var camrotation = ($“../../Head/SpringArm3D”.rotation)
var target_transform: Transform3D = animated_skel.global_transform * animated_skel.get_bone_global_pose(b.get_bone_id())
var current_transform: Transform3D = physical_bones.global_transform * physical_skel.get_bone_global_pose(b.get_bone_id())
var rotation_difference: Basis = (target_transform.basis * current_transform.basis.inverse())
var torque = hookes_law(rotation_difference.get_euler() + camrotation, b.angular_velocity, angular_spring_stiffness, angular_spring_damping)


So instead of multiplying the cam rotation by a global transform I needed to multiply it by a global basis instead. I decided to do the head portion of the camera and it worked out well.

var camrotation = $"../../Head".global_basis * $"../../Head/SpringArm3D".rotation
			var target_transform: Transform3D = animated_skel.global_transform * animated_skel.get_bone_global_pose(b.get_bone_id())
			var current_transform: Transform3D = physical_bones.global_transform * physical_skel.get_bone_global_pose(b.get_bone_id())
			var rotation_difference: Basis = (target_transform.basis * current_transform.basis.inverse())
			var torque = hookes_law(rotation_difference.get_euler(), b.angular_velocity, angular_spring_stiffness, angular_spring_damping)

Here’s the code if it doesn’t make sense for the people in the future looking at this thread!