How To Make Any Rig Into a Rag Doll in Blender (Tutorial)

BSWM · 76K views · 2020 · 12:00

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Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it as the standard walkthrough for ragdoll setup, and then ask follow-up questions when their own rigs twist, flip or fall unnaturally.

Recommended by 2 people across 2 different months, 2020 to 2024.

What it is

A 12-minute Blender tutorial by BSWM showing how to turn any rigged mesh into a ragdoll. The method builds a cube rigid body per bone, uses Child Of constraints to bind bones to those cubes, and adds rigid body constraints at the joints.

What people said

Recommends Barak · 2021-03 · Blender Stack Exchange · on “How to setup reasonable ragdoll constraints between body parts?”

I'm trying to create a ragdoll to animate a falling person, following How To Make Any Rig Into a Rag Doll in Blender (Tutorial) [this video] . Basically, it means that you create a cube (rigid body) for each bone, and the connection between the bones is converted to an empty with a rigid body constraint that is set between every two cubes. E.g. this is how my ragdoll looks like: [LINK] Note: The ragdoll is human size and 2m above the plane (so should fall once physics kicks in). The second frame looks like this: [LINK] It looks like the ragdoll was hit by something really bad, not just obey gravity (what it should do) - the head is pulled backwards and the spine really breaks. Here's a zoomed vie

Recommends Gordon Brinkmann · 2022-08 · Blender Stack Exchange · on “Use a simulation on a armature”

I guess the best way would be to create a ragdoll. But that's a question better to be solved with a tutorial rather than a simple answer here. Google "Blender ragdoll" and there might be some solutions, for example this YT video How To Make Any Rig Into a Rag Doll in Blender [this video] or this site Blender Secrets: Ragdoll (the easy version) [LINK] and there are also addons: Ragdoll Tools [LINK]

Cites Олег Анатольевич · 2020-12 · Blender Stack Exchange · on “How to change armature pose with ragdoll?”

I can’t figure out one thing that confuses me. Or I am misunderstanding something. Let’s say I made a rig, at least for a human model, at least for a worm. I can change the pose however I want, and all that jazz. However, as far as I know, in order to create a ragdoll, the bones must be detached from the parental bonds, i.e. be on your own. In this case, how to pose, raise arms, legs, etc., in a model that has a ragdoll? [this video] After all, even in this video, the guy says that you need to remove all child-parent bonds in the bones, otherwise the bones just stick to each other and the ragdoll does not work. And since every bone is now on its own, how can I change poses, spread my arms and leg

Cites EverythingerTruten · 2022-07 · Blender Stack Exchange · on “How to prevent bones from transforming between frame 1 and frame 2”

I was following this tutorial [this video] for creating a ragdoll in blender. It basically says to delete parents from all bones in a rig, then create cubes (colliders for the ragdoll) with rigid body physics enabled, use the child of bone constraint to parent bones to their colliders and then put rigid body constraints in places where joints should be. The ragdoll works great but I ran into a small issue. Between frame 1 and 2 of the animation, the bones in the rig transform in weird ways, some move, some flip, some rotate. I tried to look for any similar issue on the web but couldn't find anything. I would be really grateful if anyone told me what I did wrong and how to solve it even if it mean

Cites Pierre Bolteau · 2024-03 · Blender Stack Exchange · on “Problem with Rigid body and Child Of constraint”

thank you for your time, I've been following this tutorial: How To Make Any Rig Into a Rag Doll in Blender [this video] , but I have a problem, I'm using the Child of constraint on my bones to parent them to the rigid body that will create the rag doll, but for some reason, when I start the simulation, some of my bones twist, the head of the bone is where the tail is supposed to be, as a result my mesh is flipped upside down. I've tried using the copy location and copy rotation constraints, but the result is that the bones take up odd positions instead of staying in place even if i moved the origin of the rigid bodys. I need help, this tutorial was supposed to take 3 minutes, I've been on it for