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Baking Ragdolls

This page discusses why you might need to bake a Ragdoll and how to do it.

This topic contains the following sections:

Bake Buttons in TetrapodRagdoll Inspector
Buttons to Bake a TetrapodRagdoll

Sometimes when you have defined a Ragdoll hierarchy, you may decide you no longer need all of the components for some reason or other. For these situations, the Inspector includes buttons to bake the current results (see bottom of the image to the left). When you bake a Ragdoll definition, all Ragdoll-Workshop-specific components are removed and only the appropriate built-in Unity components will be retained.

Colliders and Kinematic Rigidbodies

Selecting this option will remove all except Collider and Rigidbody components. Rigidbody components will also be set to kinematic. Use this option if, e.g., you just want to have colliders or triggers on an animated character that do not interact with the environment.

Colliders, Rigidbodies, and Joints

Selecting this option will remove all except Collider, Rigidbody, and Configurable Joint components. Use this option if, e.g., you just need a simple ragdoll prefab that does not use animation data.