Hi, I am setting up an animation in sequencer and i have a giant character with another smaller character in it’s mouth. I want the character in the mouth to be a ragdoll. I have it setup in sequencer and the ragdoll works, but I cannot constrain the ragdoll character to the giant’s mouth, it just flies off away from the giant. At the moment it is attached via a socket on the giants Jaw. How do i constrain the ragdoll to the giants Jaw?
Thanks in advance…
It might be that the giant has its own collision capsules on the head, so when the ragdoll is enabled, it will collide with the smaller character ragdoll, which is perfectly normal.
I think that you should create a proper physics asset for the mouth, so that it can hold your ragdoll, so that when you enable the ragdoll inside the mouth, the smaller character will interact with the capsules on the giant mouth.
If the giant mouth is not very articulated, you could also create a custom collision mesh and use it instead, rather than creating the entire thing in Unreal.
Thanks again for your help.
The giant mouth is just really blendshapes. Very basic.
Basically i just want to constrain him in the mouth up to his waiste. Lock him there. Without physics he is attached to the jaw socket and it works fine…he moves as the head moves, clasped still by the jaw. But turn on physics and he flies off. I just need him to stay there waste down and collide with the head a little as the head is thrashed around.
I haven’t made custom physics assets like this before… how do you connect one character’s physics asset to another? Do I need to set up a blueprint or can it be done directly inside the skeletal mesh? It’s for a cinematic (not a game)…
I did a quick test and came up with the following:
I created an AnimBP for the SK, where I used a Transform(Modify)Bone node, set to replace location and rotation in Component space
The in the BP I used Attach Component to Component, using a scene component as the attach point on the mouth

Then I enable ragdoll from the spine_01 and up

The shapes of the mouth have their collision set to NoCollision, so that the ragdoll won’t explode.
Wow thanks so much. Just what i needed. I think i have most of it set up… any chance of a wider pic of the whole graph so i can see how the full AnimBP and BP look? It’s all new to me!
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In the AnimGraph there’s just that node on the pelvis, that’s it, you then connect that to the Output pose.
I did it so that the pelvis would be at 0,0,0 in location, then add some rotation to reorient the pelvis properly.
You could do this even without using an AnimBP, but just simply use a scene component with the skeletal mesh as its child ( roughly aligned with the pelvis joint ), so that you can use the Attach Component to Component between the two scene component ( ConstraintParent ), and it will also carry the skeletal mesh, but it’ll be propely positioned and rotated.
So basically doing the same thing as in the AnimBP, but from the main BP.
Ok great, I will try the simplest version first and see if it does the job. Thanks again for your help
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Sorry, a little stuck here. All I’m trying to do is create a BP with the Skeletel mesh (‘Man’) attached to one single scene component (‘ManPosition’). Every time i hit simulate in the BP viewport he falls off the screen. It seems my attach component to component (attaching ‘Man’ to ‘Man position’) is not working. I must be missing something! I notice you have grey wires attached to inputs and outputs. Mine are not connected to anything. Should they be connected to something?
My bad, I forgot to mention a couple of things:
The Skeletal mesh needs to be set to Ragdoll inside the BP.
I included the BP and the AnimBP, so open the AnimBP, assign the Mannequin skeleton, and then set the skeletal mesh inside the BP, assign the AnimBP and you have the same setup I have.
Constraint_BP.uasset (77.8 KB)
UE4_Mannequin_Skeleton_AnimBlueprint.uasset (57.9 KB)
Brilliant - thanks so much!!!
It works! Will have to delve into it and figure out how it is set up, but i have learned so much from this. Thanks a million
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