
I needed ragdolls for characters that are scaled (×1.3 in my game), and PhysicalBone3D shrinks the bones as soon as it simulates a scaled rig. So I built one that keeps the RigidBody3Ds outside the scaled tree, at the character’s real size, and writes the bone poses back from a SkeletonModifier3D. I’ve packaged it as an addon.
- Finds the bones itself: Godot humanoid, Mixamo, Unreal/MPFB, Blender .L/.R, 3ds Max Biped, VRoid
- Collision shapes fitted to the mesh around each bone
- One-way elbows and knees, limits measured from the rest pose
- get_up() blends back into the current animation
- Godot 4.7 + Jolt Physics, pure GDScript, 91 tests
Free or pay what you want: Drop-In Ragdoll by debugalot
Write-up of the scaling problem and the fix: Why PhysicalBone3D ragdolls shrink scaled characters, and the fix · ExcaliBug
Feedback on rigs it doesn’t handle is very welcome.
