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

Skava in Rigging


Does it work with my rig?

Any rig with deform bones and a mesh skinned through an Armature modifier: Mixamo, UE5, Rigify deform bones, glTF characters, quadrupeds. Bone names do not matter; the bodies are chosen from the skin.

How is this different from Unity's Ragdoll Wizard?

The wizard needs thirteen bones dragged into slots and gives every character the same capsules and limits. RagdollForge fits the shapes to your skin and reads the limits from your animations, so the character does not snap when it goes ragdoll mid-animation.

Will my character jolt when it switches to ragdoll?

On the UE5 mannequin with four animations, 135 of 146 poses were held in Unity with no movement at all; the other 11 (the left elbow in an attack) settled by up to 16°, and the panel tells you this before you export.

Is it stable?

In Unity 6, 24 falls of four characters, six different pushes each: every one came to rest, joints stayed within 18 mm, resting penetration into the floor at most 2 mm.

Unreal or Godot?

Unity in this version. The ragdoll file is plain JSON if you want to bring it elsewhere.

Does it change my character in Blender?

No. The shapes are wireframe preview objects in their own collection; Remove Shapes deletes them. The ragdoll data is stored on the armature.

Does it need AI, a cloud or an account?

No.

$12.99

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