I’m sure there’s a way to do this, but the heck if I can find it!
I’ve got a few attacks that grab/swing the enemy in question; for visual reasons, I want the enemy to temporarily enter a ragdoll state when these attacks trigger, so the enemy is flung around limp and then re-blends to his animations on landing. I can handle this just fine by setting physics blend weights
The problem is, if I try to go full ragdoll (i.e. not simulate just part of the mesh), then the enemy’s collision capsule moves but the mesh simply crumbles into a heap! Going full ragoll detaches the mesh from the capsule (effectively), so it doesn’t move with it. What I need is a way to simulate physics on all bones EXCEPT a single bone (be it torso, or leg, or whatever), or else simulate physics and manually attach/copy locrot a bone for the duration of the effect.
It seems like this should be doable; you can do it in your PhAT sim with the poke controls! But I can’t find a way to achieve this in-game, so that the ragdoll asset is dragged along by the bone in question.
And I realize that reconstructing the skeleton might work, so that all of the bones (“below” an invisible parent bone) simulate, but this doesn’t work if I want different attacks to function differently; i.e. have one attack where the enemy is caught by his chest, another where he’s caught by his legs, etc.