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Question by Larry-Dietz · Feb 02, 2012 at 10:55 PM · ragdoll

Ragdoll pauses for a second when instantiating

I am trying to change my enemy into a ragdoll when it dies. This is working fine, however, when the ragdoll prefab instantiates, the model stands there in an akimbo position for about a second, then falls to the ground.

Has anyone else had this problem? Any ideas how to correct it?

These are the final 2 lines of code in the damage routine, after it is determined that the enemy is dead...

 GameObject go = Instantiate(RagDoll, gameObject.transform.position, gameObject.transform.rotation) as GameObject;
 Destroy(gameObject);



Any help is appreciated.
-Larry

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Answer by The-Arc-Games · May 31, 2012 at 01:09 PM

This is expected, meaning that the ragdoll will instantiate usually in the 'T-POSE', which normally is the pose of the model when it's not playing an animation.

What you usually do, is to -copy- the current character body parts rotations and positions to the parts of the ragdoll you just instantiated, ensuring that the just spawned ragdoll DOES NOT have an animation component (otherwise by default it'll play the standard animation

Sounds daunting but it's pretty easy. You can check out the examples in the free version of our character physics tool, which has helped a lot of people understand proper character physics already:

URG! (download link in the first page)

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