I’ve used the Ragdoll Wizard with about 6 different characters/rigs and noticed a few minor issues:
The “radius” of the sphere collider for the head never seems even close to what the size of the head or the head bone is. In fact, the size often seems to be wrong by a factor of 10, ie. it is 10x too big or 10x too small. For most of my characters, I almost think a “capsule” collider might work even better than a sphere.
The “rotation damping” setting for all joints seems much too low to be realistic. I think the wizard generates a default value of 0.05 whereas I’m finding a value of about 1 to 10 to be more realistic.
These are both very minor issues and are very easy to modify/fix manually. The wizard really makes the whole process much easier than it would be to do it manually. It could be that I’m not doing something correctly, or perhaps, some very minor tweaks to the script might eliminate this issues entirely. Anyone else experience this?
YES! Im experiencing the saaame problem, not sure how to fix it, the biggest issue is that the collider on the head is no where near the actual size of the head on my character, quite annoying… Did anyone find a fix for that?
Hmm, i guess thats workable around, but how come for example when the ragdoll is activated, the legs go all messed up and all over the place, its so annoying >.>
I think I am experiencing the same issue. After using the ragdoll wizard everything is fine expect for the head sphere collider which is huge ! Maybe 100x my character
almost 9 years later… For me, the solution was to adjust the scale of the character in import settings INSTEAD OF scaling the character up in the transform.