Ragdoll + animator 'jumps' problem

Hi, I have a character with a animator component and also as a ragdoll. I wanted the character to play a dead animation and halfway through the animation I disable the animator component to allow the ragdoll to switch on. The problem is that when i do that, the character will ‘jumps’ into the air.

I read that the collision between the rigidbody caused the jumping so I put all of them into a different layer that won’t collide with each other. The result is better but there’s still a minor jump at the start.

I am looking for realistic looking animation where the character died and drop onto the floor but the jumping is out of place. Anyone got any solution to this?

thanks

I am having the same issue. Exactly the same. The ragdoll fly’s in the air after the animation is set to stop.

This thread turns up in the top 10 google results so it’s worth resolving, even if it is amazingly out of date:

Rigidbodies store up any forces applied to them while the animator is controlling them. When the animator turns off, the forces are all applied at once, hence the jump. Set your rigidbodies to Kinematic while you’re driving their movement with animations.

Info from:

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Check size of ragdoll’s head collider - in my case it was enormous colliding with the level objects

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In my case, I had Character Controller, which (don’t forget) has included Capsule collision hence making rigidbody jump of it when enabled. Had to disable character controller before enabling ragdoll.
P.S you can visualize collisions by going to Window - Analysis - Physics Debugger. And in the bottom right of Scene view check Collision geometry