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Components

PhysicalBone

Turns a bone into a body that can go limp and fall: a ragdoll, a corpse, a knocked-back enemy. Gravity and damping settle the chain instead of leaving it twitching.

On this page

Add it

+ Add node → Ragdoll Bone creates a node with it already on. Already have a node for it? Add component → PhysicalBoneComponent.

From a script

A script on the same node writes these fields by name. PhysicalBoneComponent is the name to pass.

rgs
set_point("PhysicalBoneComponent", "size", vec2(8.0, 8.0));
set_number("PhysicalBoneComponent", "gravity", 900.0);
set_number("PhysicalBoneComponent", "damping", 0.2);
set_flag("PhysicalBoneComponent", "limp", false);

Fields

FieldScript nameKindDefaultWhat it does
Sizesizetwo numbers (x, y)(8, 8)Its box while limp, centred on its joint: about as thick as the limb.
Gravitygravitynumber, at least 0900Positive; down counts as positive here.
Dampingdampingnumber, 0 to 1, step 0.010.2How much of its motion against its parent bone, and of its swing, a limp bone loses each step, so a fallen rig settles.
LimplimpcheckboxoffTicked, this bone falls as a body pinned to its parent bone; unticked, it stands back at its rest pose.