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Mixing animations with Ragdoll behaviour

jMonkeyEngine Hub June 2, 2026
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It’s been a while since I worked on doing something similar for ragdoll physics in my game, but I do recall having a similar issue that I solved by storing the model’s original transform when first initializing the rigged model, and blending back to that value when I disable ragdoll mode. I checked my class that handles DynamicAnimControl, and I see I have this line of code in my init method: originalTransform = characterNode.getLocalTransform().clone(); And then later on, I have this code that gets called when I disable ragdoll behavior: dynamicAnimControl.blendToKinematicMode(0.21f,oiginalTransform); inFullRagDollMode = false;

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