RagdollForge — Ragdolls From Your Rig and Your Animations, Ready for Unity, Measured

Skava in Rigging


A ragdoll built from your own rig and your own animations, placed on your character in Unity in one click — with joint limits that hold every pose your animations reach, measured in the engine.

Unity's Ragdoll Wizard asks you to drag thirteen bones into slots, then gives every character the same capsules and the same joint limits. The colliders rarely fit the skin, the limits rarely fit the animation, and the moment a character goes ragdoll mid-swing its elbows and shoulders snap to where the wizard thinks they belong. RagdollForge reads the skin and every action of the rig instead.

What you get

  • Bodies from the skin — any rig, any bone names: twist and roll bones join their limb, fingers fold into the hand, spine pieces into the chest, left and right stay symmetric. Standard 11 bodies, Detailed 15, or any number.
  • Shapes fitted to the skin — capsules and boxes along each body, a second shape where a body bends (a calf with its foot), masses by the volume each shape really fills.
  • Joint limits from your animations — every frame of every action, read the way PhysX reads a joint; knees and elbows hinge one way, ball joints keep room to fall.
  • Export for Unity — a ragdoll file, an importer and a small runtime component: Apply Ragdoll To Selected, then SetRagdoll(true) from your code.

Measured in Unity 6

  • Four characters (UE5 mannequin, CesiumMan, a fox, RiggedFigure): every animation pose held without a jolt, except 11 of 146 mannequin poses that go past the stable range and settle by up to 16° — the number Blender predicted before export.
  • 24 falls, six pushes each: every one came to rest, joints stayed within 18 mm, resting penetration into the floor at most 2 mm, never a NaN.

Blender 4.2 to 5.2, tested in Unity 6. No AI, no cloud, no account.


$12.99

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Details
Published 11 days ago
Blender Version 4.2 - 5.2
Extension Type N/A
License GPL