Skin mesh renderer is stretching in a ragdoll with broken joints.

Hello dear members of unity forum,

I was looking for a solution but couldn’t find nowhere.

I have a character with ragdoll and character joints. Once force is applied on the character the joints break. Most of the parts of the character are well detached, but some parts even tho they are detached from eachother produce a stretchy line connecting 2 separated body parts.

For example: this is my character before the force applied. it has character joints on it.

after the force is applied it succesfuly break into pieces and the joints break.


Some bones detach really well. But some of them produce this weird stretching effect:

Do you know how fix the stretching on the few bones like head?
Here is the setup of my character:

Please help ! :slight_smile: Artur

Physical joints will break, but the mesh won’t re-skin itself to the armature/bones unless you explicitly do this yourself. The only exception is when using exactly 1 bone weight per vertex.

What software did you use to create your character, and how many weights per bone are you using? If there are vertex using more than 1 bone weight, chances are they are still affected by bones that are far away after the joints break.

@arkano22 , i understand now that the single rolling bones are still connected to the mesh.

I think the number of weights per bone is one. It was made by synty studios so probably made in maya. When exported the fbx to blender it looks like this :

How to achieve the effect of armature/bones reskin after joint brake, so that each bodypart would be a separate gameobject/rigidbody without the mesh stretch?
8571713--1147685--upload_2022-11-8_17-29-47.png

Using Blender’s mesh skinning tools (I’m not too familiar with Blender since I use Maya) you should be able to set the bone index for all vertices in each piece of the mesh to be the same.

Another option would be to ditch skinning conpletely, and just make individual meshes out of each part of the mesh (one for the head, another for the forearm, another for the arm…) and parent them to the joint transforms.

Because it was a simple model i decided to follow the second proposal so to cut the mesh into pieces and add it to the transform of broken joints. It was easy task in blender and i got the result i wanted. The skeletons are now dismembering at the given method. Thanks for helping me.