{
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    "uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mnc2uf7eiip2"
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  "path": "/t/mixing-animations-with-ragdoll-behaviour/49598#post_8",
  "publishedAt": "2026-06-02T06:05:01.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "textContent": "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.\n\nI checked my class that handles DynamicAnimControl, and I see I have this line of code in my init method:\n\n\n    originalTransform = characterNode.getLocalTransform().clone();\n\n\nAnd then later on, I have this code that gets called when I disable ragdoll behavior:\n\n\n    dynamicAnimControl.blendToKinematicMode(0.21f,oiginalTransform);\n    inFullRagDollMode = false;\n\n",
  "title": "Mixing animations with Ragdoll behaviour"
}