Stationary physics bone

Godot Version

Godot 4.5 stable

Question

Hello,

I have a active ragdoll system that works fine. But I have a problem with the root bone. Currently the whole bone hirarchy is one chain and connected to the root bone.

My Question: How can I make it that the root bone is attached to a node and not moving/rotating(basically just a stationary bone)? The other bones should still be attached and simulating proberly.

I’m just starting to explore this issue. But I’m not sure if it’s possible to attach a specific bone to a node. Most likely, in Blender, you need to assign the origin to the root bone, and then the entire character will be attached to the node by that bone. And clear the node’s transformation in Godot, if necessary. But this is just a guess for now.