I have a skeletal mesh (of a skeleton), with which i have deleted a bunch of bone constraints, so when i enable simulation all of the limbs should detatch and scatter like in morrowind.
The problem is when i apply a force to the mesh to help scatter the bones, the root bone seems to rotate which displaces all the bones in a very weird way - http://i.imgur.com/s1psRrm.png
This is what it does in editor simulation which is correct - - YouTube
This is what it does in game with a force applied - - YouTube
I have tried applying force to the bone below the root, but i get the same effect.
This is my function applying force - http://i.imgur.com/u7QUC7l.png
How do I get my skeleton to ‘explode’ without the pieces aligning to this incorrect world space?
I have confirmed that the root of my mesh is being rotated when the force is being applied (even when applying to a non-root bone)
Is there a way to freeze the root bone, or ignore its orientation?