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Feature #7
openUnified ragdoll system
Status:
New
Priority:
Normal
Assignee:
-
Start date:
06/08/2026
Due date:
% Done:
0%
Estimated time:
Description
Currently the game uses Godot's myriad of nodes to represent each bone and constraint.
Create some sort of unified system to represent a ragdoll to the physics engine.
Ideally, the ragdoll should be defined in two parts: the constraint layout, and the rigid body shapes.
My thinking is that we could re-use the same constraint layout (bone A -> bone B with frame A and Frame B) for multiple models.
Each model would be imported with its own arrangement of rigid body shapes.
Basically, my hope is to emulate the ragdoll creation process of the Source engine, but without all the manual QC data entry.
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