Floating ragdoll after wakeup

I'm making a game in Unity Iphone 1.7 which involves crashing objects into a ragdoll and recording the result. As the simulation progresses I save the state of all rigidbody objects so that I can replay it later. However when I reset all the object's to their initial state and then do another simulation, I get some strange results.

For some reason after several sleep / wakeup cycles, the ragdoll starts to float, as if there's very little gravity and extra linear drag.

This only occurs after maybe 5 or 6 wakeups (I sleep all the objects while replaying the previous simulation, then wake them up when a new simulation is started). Has anyone encountered this before? If so, is there a good way to solve it?

I have a similar problem, although my ragdolls are only instantiated and woken up once.

When instantiated, the ragdoll falls normally for about a second, then some limbs appear to float and spin on their own as if possessed, causing the body to spin and float in the air.

It's really quite creepy.

+1 anyone have a similar problem/solution?

What you both seem to experience is a joint related problem. Joints are tricky objects and if they’re not setup, or re-setup, correctly, they’re bound to behave strangely.

In particular, I believe that you might not be saving all the joint data, JtM. The only thing you can do is diagnose, removing joints and rigidbodies and colliders to understand which ones are the culprits.

In your case Charles, it might be that your joints are simply too elastic, or if you’re lucky you just forgot to set some rigidbody’s connected body to its parent.

Check out URG! our automatic ragdoll tool to see how it does set up the physics, so to have a valid reference, and stop by the forum thread if you have questions http://forum.unity3d.com/threads/107501-Release-URG!-The-ultimate-ragdoll-generator

what i found was that all my cube colliders were turned into capsule, and sphere colliders.