i found this … its woking fine
This works but make sure you use simulate bodies below and use Pelvis for literal name. also use free on linear limits for the root constraint so it will fall to ground and not float in the air.
Hello, thanks for the useful info. Could you please elaborate a bit further on how to do this, as my character stretches to the kinematic root point and causes deformations to the mesh.
If at all possible, could you illustrate how to do this using images?
all the best.