Everyday
Man in a Suit
A dark suit, light shirt and tie for a formally dressed character.
Characters & vehicles
Create an articulated physics character, dress it in one of 15 skins, choose weapons and shields, set its pose, and configure balance, walking and independent hand controls.
Creator guide
Create an articulated physics character, dress it in one of 15 skins, choose weapons and shields, set its pose, and configure balance, walking and independent hand controls.
Make a dressed character that belongs in your scene: a person in everyday clothes, a historical figure or a character in folk dress. Set the initial stance, add held equipment and choose whether it stands, balances or walks under player control.
Creator guide
Use Enable Ragdoll Skin, then open Ragdoll Skin. Choose Everyday, Military, Historical, Folk Dress or Robots.
Everyday
A dark suit, light shirt and tie for a formally dressed character.
Everyday
A casual character with a coloured T-shirt and shorts.
Everyday
An older character with grey hair, glasses, a light shirt and trousers.
Historical
A character in a helmet and articulated metal armour.
Historical
Historical formal clothing with a rich-coloured coat and decorative details.
Historical
An Ottoman character with distinct headwear and layered, ornamented clothing.
Folk Dress
Serbian folk clothing, including a sajkaca cap, waistcoat and sash.
Folk Dress
A younger female character in folk clothing, with a hair ribbon and decorative details.
Folk Dress
A female character in folk clothing with a head covering and decorative dress details.
Military
A soldier with a helmet, uniform and boots.
Military
A military uniform and peaked cap.
Military
A pilot with a leather jacket and flying gear.
Military
A jet pilot with flight clothing and boots.
Robots
A metallic robot with exposed mechanical shapes.
Robots
A robot with white armor and a dark faceplate.
| Control | How to use it |
|---|---|
| Dress the assembled character | The skin builds articulated body-part artwork with clothing and body silhouettes, so the arms and legs move with their own joints. It works with posing, size and Flip Ragdoll. |
| Edit Part / custom body parts | Skin artwork uses editable drawn parts. Select a part to work with its geometry and details, or replace it with a compatible object. Recheck anchors and ground contacts after a custom replacement. |
| Change or disable a skin | Changing the skin rebuilds the authored body parts for the selected character. Turning it off restores the backed-up source of generated parts; manually replaced parts are treated as intentional overrides. Choose a base skin before doing extensive custom-part work. |
| Skin, material and joint artwork | Material Type and Texture Scale set the body material; Ragdoll Skin supplies authored character clothing and geometry. Joint Skin Type controls the visible connectors of ordinary parts. Generated skin parts hide those ordinary connectors. |
| Use the dressed character in motion | Enable movement separately and choose Stand, Balance or Walk. A skin sets the character appearance and body shapes; the joint movement setup animates the articulated assembly. Test feet, size and equipment together on the intended ground. |
Creator guide
Choose how the physics character behaves, then decide whether the player controls its motion.
| Control | How to use it |
|---|---|
| Movement off | The connected parts respond as an ordinary physics ragdoll. Select Enable Ragdoll Movement when you want the assembly to hold a pose or use a movement setup. |
| Stand | Hold the configured joint pose with motors acting as brakes. Useful for a stiff figure or a posed character. A strong push can still tip the complete body over. |
| Balance | Add a corrective movement setup that tries to return the character towards its configured pose after a disturbance. Balance Recovery Speed adjusts the response; it is available in this mode. |
| Walk | Generate the walking setup that coordinates the articulated legs and body using movement chips and ground-contact information. Walk Speed adjusts the setup. Start on a flat platform and test the actual character before adding a difficult route. |
| Walk Speed | Set the walking configuration speed, from 0.001 to 20. It is enabled in Walk mode. This changes the movement setup, rather than playing a fixed sprite animation; ground, body size and equipment still affect the physical result. |
| Control Walking With Controls | Enable this in Walk mode to drive walking from the chosen player input. With it off, the walking setup runs without that player-input gate. |
| Walking Controls | Choose a primary or secondary joystick horizontal/vertical axis, or a primary or secondary left/right button pair. Use an input that is present in the level's Play controls. |
| Enable Walking In Both Directions | Allow the selected walking input to request either travel direction. This switch requires Walk mode and Control Walking With Controls. Test positive and negative input and the character's facing on the ground. |
| Enable Hand Movement | Enable the walking arm-swing setup. This switch is available in Walk mode; direct player control of the arms is configured separately. |
| Hand Movement Speed | Tune the arm-motion response. Direct hand control can be used with movement enabled in Stand, Balance or Walk, so it is also useful for a stationary character. |
| Control Hands With Controls | Drive the arms from player input instead of relying only on automatic walking arm movement. Enable movement first, then select the desired hand input. |
| Near/Both Hand Controls | Choose the input for both hands together, or just the near hand when separate control is enabled. Near and far describe the two sides in the character's side view. |
| Control Left/Right Hand Separately / Far Hand Controls | Enable independent inputs for the two arms. Near/Both Hand Controls then drives the near side and Far Hand Controls drives the far side. The far-hand picker stays disabled until separate control is enabled. |
| Head Stiffness / Neck Stiffness | Adjust how firmly the movement setup holds the head and neck. Increase firmness for less loose motion or lower it for a softer response, then test under the forces used in the level. |
| Show Movement Scene Chips | Show the generated movement chips in the scene while movement is enabled. Inspect them when learning or extending the setup; hiding their scene presentation does not switch movement off. |
| Control | How to use it |
|---|---|
| Primary Joystick Left/Right | Horizontal input from the main joystick. A natural starting choice for walking. |
| Primary Joystick Up/Down | Vertical input from the main joystick. Can be assigned to an arm while horizontal input drives walking. |
| Secondary Joystick Left/Right | Horizontal input from the second joystick, independent of the primary one. |
| Secondary Joystick Up/Down | Vertical input from the second joystick. A useful separate hand-control source. |
| Primary Left/Right Buttons | The main directional button pair for levels using buttons instead of a joystick. |
| Secondary Left/Right Buttons | The secondary directional pair, allowing a separate control assignment. |
Creator guide
Build a character for the scene, then edit its stance and held equipment.
Enable Pose and choose Normal, Custom, Sitting, Table Sit, Front Step, Back Step, Front Karate Stance, Back Karate Stance, Front Talking, Back Talking, Front March, Back March, Front Run or Back Run. These set the initial pose; movement mode decides what happens during Play.
Use Ragdoll Rotation for the whole character. Set Head and Neck angles, then the near and far Shoulder, Elbow, Hand, Hip, Knee and Foot angles independently. The paired sides let you give the arms and legs different poses.
Enable Weapons and choose Utility Knife, Small Knife, Knightly Sword, Serbian Sabre, Kilij, Katana or Spiked Mace. The weapon is attached to the near hand; its style can be chosen independently of the body skin.
Enable Shield and choose Wooden Buckler, Small Wooden Buckler, Ottoman Kalkan, Steel Heater or Noble Shield. The shield is attached to the far hand and has a separate style selector.
Try a weapon on the near hand and a shield on the far hand, then choose independent hand controls to move the two sides separately. Equipment is connected physical artwork, so inspect contact and joint behaviour while testing.
Use Round Parts for the ordinary rounded-part option, or Replace Body Part for a custom silhouette. Enable Limb Separation With Force allows joints to detach under sufficient force. Tune that threshold after testing normal movement and collisions.
Creator guide
Start with one dressed ragdoll on a flat platform, then add the gameplay you want.
Creator guide
Find the control you need, then follow the setup steps to test it in a level.
| Option | What it does |
|---|---|
| Ragdoll Size | Resize the assembled character. Test the resized body on the same ground and obstacles you intend to use in the level. |
| Flip Ragdoll | Mirror the assembled character and its part placement to face the opposite direction. |
| Interactive | Allow direct interaction with the character in the scene. |
| Group Index | Set the collision group index for the character parts. Matching negative indices suppress contacts; matching positive indices force contacts between those bodies. |
| Material Type / Texture Scale | Choose the material used on the body parts and the repeat scale of its texture. |
| Enable Ragdoll Skin / Ragdoll Skin | Enable the authored character artwork and choose one of 15 skins across Everyday, Military, Historical, Folk Dress and Robots. See the skin catalogue above. |
| Joint Skin Type | Change how the visible connections between the parts are drawn. |
| Use Round Parts | Use the rounded body-part option for the assembled character. |
| Enable Weapons / Weapon | Enable equipment and select a weapon for the character. |
| Enable Shield / Shield | Enable and select shield equipment. |
| Enable Limb Separation With Force / Limb Separation Force | Allow limbs to detach when the configured force threshold is reached. Raise the threshold if ordinary motion separates the character. |
| Replace Body Part | Choose a named part and replace it with a compatible object. Recheck its size, collision and joint anchor after replacement. |
| Option | What it does |
|---|---|
| Enable Pose / Pose Type | Choose one of 14 initial poses, including Sitting, Table Sit, Karate Stance, Talking, March and Run variants, or configure a Custom pose. |
| Ragdoll Rotation | Rotate the whole character in the editor. |
| Neck Angle / Head Angle | Set the initial neck and head angles. |
| Near / Far Shoulder, Elbow and Hand Angle | Pose the two arm chains independently. Near and far identify the two sides of the character. |
| Near / Far Hip, Knee and Foot Angle | Pose the two leg chains independently before play begins. |
| Enable Ragdoll Movement | Enable the movement system for this character. |
| Movement Mode | Choose Stand, Balance or Walk. Start with a stationary character before tuning walking on a complex course. |
| Walk Speed | Tune the walking speed used by the movement setup. |
| Control Walking With Controls / Walking Controls | Choose whether play controls drive walking and select the input source. The setup offers primary or secondary joystick axes and left/right buttons. |
| Enable Walking In Both Directions | Enable control of travel in both directions rather than a single facing direction. |
| Enable Hand Movement / Hand Movement Speed | Enable arm movement in Walk mode and tune its speed. |
| Control Hands With Controls / Near/Both Hand Controls | With movement enabled, drive the arms from the selected player input in Stand, Balance or Walk. This controls both hands together until separate hand control is enabled. |
| Control Left/Right Hand Separately / Far Hand Controls | Give the far hand a separate input source instead of controlling both hands together. |
| Balance Recovery Speed | Tune how quickly Balance mode responds to a loss of balance. This control is enabled for the Balance movement mode. |
| Head Stiffness / Neck Stiffness | Tune how firmly the movement setup holds the head and neck. |
| Movement chips / Debug Ragdoll / Debug Ragdoll Chips | Inspect the movement setup and diagnostic information when testing how the character behaves. |
Creator guide
Start with a small scene so each setting has a visible result.
Creator guide
Use the symptom to find the next setting to check.
Check foot size, ground collision and custom-part joint placement. Try the same setup on a flat surface before adjusting movement.
Check the limb-separation switch and threshold, then inspect collisions between the character parts.
Some controls depend on the selected movement mode. Enable movement and select the mode that uses that control.
Creator guide
Disable ragdoll movement, choose Attach To Vehicle and select a supported bicycle or scooter. When the sizes do not fit, choose which object to resize. You can change the skin while the rider is attached.