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
| Field | Script name | Kind | Default | What it does |
|---|---|---|---|---|
| Size | size | two numbers (x, y) | (8, 8) | Its box while limp, centred on its joint: about as thick as the limb. |
| Gravity | gravity | number, at least 0 | 900 | Positive; down counts as positive here. |
| Damping | damping | number, 0 to 1, step 0.01 | 0.2 | How much of its motion against its parent bone, and of its swing, a limp bone loses each step, so a fallen rig settles. |
| Limp | limp | checkbox | off | Ticked, this bone falls as a body pinned to its parent bone; unticked, it stands back at its rest pose. |