Ragdoll mesh seems broken

Godot Version

v4.3

Question

Read “EDIT 1” for the latest post. This originally was a “Ragdoll not activating” post, but that… works now.

ORIGINAL CONTENT:
I have followed some docs and tried to look at threads about ragdolls, but have not found anything that helps w/ this. Even watched a couple of youtube videos, and again no luck. I don’t know if this is a mistake I’m making in my 3D model that I created, or what I’m doing in the Engine.

I’ve got this 3D cable which contains bones in it that I wanted to use to allow it to dangle/flap/etc. when forces are applied to it (Gravity, pushing against it, etc). To do this, in my mind it was as simple as adding a snake-like bone structure and then applying ragdoll physics to it to let gravity kind of handle it from there. However, I can’t get gravity to apply to the object whatsoever.

I’ve set each bone with a joint type “hinge point”, and have tried a few others as well, and in the _ready function of the script attached, set skeleton_3d.physical_bones_start_simulation()… And have validated w/ breakpoints that it does call this code (And no warnings/errors in the debugger output). When starting the scene, it just floats in the air and does nothing.

Is there something I’m doing wrong here? Did I setup the bones incorrectly on this thing perhaps? Or am I missing a simple checkbox/setting somewhere? Note PhysicalBoneSimulator3D (which I didn’t see in the docs btw) is set to active with an influence of 1 - the default values.

EDIT 1: I love posting after like 12+ hours of troubleshooting, and then immediately having updates… But I removed the PhysicalBodySimulator3D from it (i.e. moving the bones as children of Skeleton3D) and it completely worked for ragdoll physics. However, now I’m having an odd behavior in the mesh.

The bones/movement in Blender works flawlessly, but it seems Godot is breaking the mesh instead of bending it properly based on collisions. Maybe this is because I removed the PhysicalBodySimulator3D? Or again, is this due to something I’m doing wrong in Blender in regard to the bones/structure? For reference, here are the bones (and the weight values in blender corresponding only to the areas around the bone - again confirmed that this entire thing bends correctly and all that in Blender just fine) (excuse the 2 images in 1 post, limited as I’m a new member to the forums)

Fix: Turns out, after playing very carefully with this, Godot default imports “Generate LODs” on. This seems to probably conslidate a lot of ‘flat edges’, which caused the model deformation. Unchecking this in my model got it to work perfectly.

So solution 1 to get ragdoll to work at all is removing PhysicalBodySimulator3D on skeleton/bone generation, and solution 2 is to uncheck “Generate LODs”. Now it works perfectly :+1: