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Question by homer_3 · Mar 02, 2013 at 07:21 PM · physicsragdoll

AddForce does nothing to ragdoll?

I've imported a skinned mesh and used the ragdoll wizard to create a ragdoll from it. Then I added a rigid body to the root GameObject. When I get a handle to this GameObject and do myObj.rigidbody.AddForce(fireDir, ForceMode.Impulse), nothing happens.

If I get a handle to just a basic mesh with a rigidbody attached, it works perfect. Is there some other way I'm supposed to add forces to ragdolls?

I've also noticed that even though I set isKinematic to true, the ragdoll still falls due to gravity.

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avatar image FLASHDENMARK · Mar 02, 2013 at 07:40 PM 0
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It works fine on my end with my ragdolls. How much force are you adding? Try adding an absurd amount of force, to see if it even moves.

But you might be missing something somewhere, due to you setting i$$anonymous$$ to true, but your ragdoll behaves unsuitably.

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Answer by homer_3 · Mar 02, 2013 at 08:05 PM

Haven't been able to get it to work the way I wanted, but if I apply a force to one of the rigid bodies the ragdoll wizard created (instead of the one I added to the ragdoll's root GameObject) the ragdoll moves.

This is kind of a pain since I need to know the name of the child transform that the wizard added the rigid bodies too.

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Answer by Kishan Sisangia · Mar 22, 2013 at 05:46 AM

if (deadReplacement) { Instantiate(deadReplacement, transform.position, transform.rotation); rigidbody.AddForce(-transform.forward * 1000); }

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