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RagdollData

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Defined in: sdk/src/physics3d/ragdoll.ts:43

The fields of the Ragdoll component.

active: boolean

Defined in: sdk/src/physics3d/ragdoll.ts:45

Whether the character is limp. Turn it on when it is knocked down, off to stand it up.


bend: number

Defined in: sdk/src/physics3d/ragdoll.ts:55

How far a knee or an elbow may bend, in degrees, and only one way: a shin folds back, a forearm folds forward. 0 leaves them swinging like any other joint. Humanoid profile only.


facing: number

Defined in: sdk/src/physics3d/ragdoll.ts:57

RagdollFacing: which way the character looks, in its own frame. It is what tells a knee from a hyperextended one.


friction: number

Defined in: sdk/src/physics3d/ragdoll.ts:62


minBoneLength: number

Defined in: sdk/src/physics3d/ragdoll.ts:61

A bone shorter than this (world units) gets no body of its own: a finger, a toe. Its parent carries it.


profile: number

Defined in: sdk/src/physics3d/ragdoll.ts:49

RagdollProfile: whether every joint gets the same limits, or each the limits its part of a body has.


recoverTime: number

Defined in: sdk/src/physics3d/ragdoll.ts:64

Seconds to blend from the limp pose back to the animation once active is turned off. 0 pops.


skin: number

Defined in: sdk/src/physics3d/ragdoll.ts:47

The entity that holds the MeshSkin whose joints are the skeleton. 0 looks on this entity and then below it.


swing: number

Defined in: sdk/src/physics3d/ragdoll.ts:51

How far a limb may swing from its bone’s line, in degrees, either way. With the humanoid profile this is the most a loose joint (a shoulder, a hip) is given.


thickness: number

Defined in: sdk/src/physics3d/ragdoll.ts:59

A limb’s thickness as a fraction of its length.


twist: number

Defined in: sdk/src/physics3d/ragdoll.ts:53

How far a limb may twist about its own line, in degrees, either way. With the humanoid profile this is the most a loose joint is given.