Colliders, ragdolls and scale

I am trying currently to get ragdolls and colliders to work, but cannot seem to get them to play nice with scaling. I have a soldier, in some instances this guy needs to larger then in others. So, in some cases his scale is 1 in others his scale is 0.25. Also the soldier is a skinned mesh.

Now, when that soldier dies, I turn of animation control, make the half dozen rigidbodies in his body no longer kinematic and let physics take over. This works, quite well, as long as he is scale 1.0. If he is not, and the smaller he gets, the weirder it gets, really strange stuff happens. His limbs get stretches all over the place, he bounces back and forth and looks like right eldritch nightmare almost.

I’ve been reading and trying. I’ve made sure none of the colliders overlap, that didn’t bother at scale 1, but it helped a bit when scalled down. I’ve enable projection on all the character joints, that helped quite a bit, but still the problem remains.

The core question is; how do I properly resize character models that have ragdolls?

Still can’t get this to work. Anyone have any idea?

Did you manage to get that to work?

No. One part of it was a bug a submitted and that got solved. But still, not working.

Try scaling the mass of all RigidBodies in the ragdoll equally with their scale. If that helps it’s a case of RigidBody becoming more dense because the same mass is exerted over a smaller surface.

Also check this out, maybe it will solve your problem alltogether