Mixing animations with Ragdoll behaviour
jMonkeyEngine Hub
June 2, 2026
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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