Ragdoll Tools

by XBodya13 in Scripts and Addons


Ragdoll tools is an addon for generating ragdolls in Blender


  • Generating hitboxes from meshes

  • Generating hitboxes from bones


  • Connecting existing objects to bones as hitboxes
  • Copying animation from hitboxes to bones and back
  • Tools for mass editing rigid body and rigid body constraints settings
  • All created rigs are non-destructive and can be easily deleted
  • All tools are packed in a pie menu and don't clutter up any panels




Issue tracker:




Buying this addon you support the development of new features:

  • Porting this addon to Blender 2.8 when  it comes out
  •  ̶G̶e̶n̶e̶r̶a̶t̶i̶n̶g̶ ̶h̶i̶t̶b̶o̶x̶e̶s̶ ̶f̶r̶o̶m̶ ̶s̶k̶i̶n̶n̶e̶d̶ ̶m̶e̶s̶h̶

  Already done in version 1.2

  •  ̶V̶i̶s̶u̶a̶l̶i̶z̶i̶n̶g̶ ̶r̶i̶g̶i̶d̶ ̶b̶o̶d̶y̶ ̶c̶o̶n̶s̶t̶r̶a̶i̶n̶t̶s̶ ̶l̶i̶m̶i̶t̶s̶ ̶l̶i̶k̶e̶ ̶t̶h̶i̶s̶

    Already done:

New in version 1.1:

  • Scaling generated hitboxes
  • Deleting related rigid body constraints while deleting hitboxes

New in version 1.2:

  • Generating hitboxes from mesh

  • All to all pattern for creating rigid body constraints

  • Constraint generation is faster now

Have a nice day :)


Ragdoll tools is an addon for generating ragdolls in Blender

Getting started

  • Install addon.
  • Read this manual.
  • Setup scene like this and select armature.

  • Press Spacebar  ,find  Ragdoll tools pie menu and press Enter.
  • From pie menu choose Generate hitboxes.Press F6 to play with settings.
  • Select generated hitboxes  (select one of them and Shift-G -> Group -> hit_box_group ).
  • Start pie menu again and choose Generate rigid body constraints .
  • Go to Properties -> Scene -> Rigid Body Cache -> Bake All Dynamics
  • Start pie menu  and choose Bake.
  • Start pie menu  and choose Disconnect.Then press F6 and check Delete hitboxes.
  • Play animation

Generate hitboxes

Spacebar -> Ragdoll tools pie menu -> Generate hitboxes

This operator generates hitboxes from mesh object or bones.

To generate hitboxes from mesh you should select exactly one mesh object and at least one armature, then set Generate from to Mesh .

Hitbox shape is based on vertex group,so your mesh should have vertex group with the same names as bones in armatures have,otherwise,nothing happens. If yor model already parented to armature,you have it.And if not ,you can get them py parenting your object to armature with automatic weights,for example.

Output hitbox shape can be of several different types.

Here how they looks:

To generate hitboxes from bones you should select at least one armature and set Generate from to Bones .Hitboxes generated this way can have box or capsule shape.

If you in Object Mode all visible bones of all selected armatures are involved in generation. If you in Pose mode , only visible bones of active armature are involved.

You can change size and shape of the generated hitboxes by pressing   F6 after you call operator.

By default,after generation hitboxes connects with the correspondent bones. If some bones are already connected , hitboxes will not be generated for them.

What does the connection means

When bone and hitbox are connected in hitbox rigid body settings appears property Follow bone.

If it is checked the hit box copies the movement of the bone and if not the bone copies the movement of the hitbox.

But here is some limitation.If hitbox of any bone has Follow bone property unchecked,this property should be unchecked  for all  hitboxes that are connected to children of this bone. If this condition is not satisfied,simulation will be unstable.

Also,when bone follows the hitbox,it is slightly behind ,but this doesn't affects baked animation

Connect existing objects to the bones

Spacebar -> Ragdoll tools pie menu -> Connect

This operator connects selected mesh objects to the nearest visible bones in selected armatures if you are in Object Mode or to the nearest visible  bones in active armature  if you are in Pose mode

If some bones or objects  are already  connected,they are ignored.

Do not forget to make objects rigid body and add them to group with other hitboxes.

Generate rigid body contraints

Spacebar -> Ragdoll tools pie menu -> Generate rigid body contraints

This operator generates rigid body constraints between selected rigid bodies. Works similar to Blender's  standart  Tool Shelf -> Physics -> Connect operator but with extra properties.

Also has a mode for generating constraints from hierarchy of bones connected to hitboxes.


Spacebar -> Ragdoll tools pie menu -> Bake

This operator bakes visual transformations into keyframes for connected hitboxes and bones. Baking usually takes a long time, depending on the number of items that are baked, and the length of the animation.

Disconnect  hitboxes from the bones

Spacebar -> Ragdoll tools pie menu -> Disconnect

This operator deletes helpers, drivers and constraints that maintained connection of hitboxes and bones and optionally removes hitboxes

Set rigid body settings

Spacebar -> Ragdoll tools pie menu -> Set rigid body settings

This operator modifies  rigid body settings of selected objects

Set rigid body constraint settings

Spacebar -> Ragdoll tools pie menu -> Set rigid body constraint settings

This operator modifies  rigid body settings of selected objects

No FAQ's found for this product.

Item Rating

This item has an average rating of 5 from 1 ratings by the community.

  • gabriel montagne 12 months ago

    I've wanted something like this for a long long time! Rag-doll animations produce such a powerful effect, but are so hard to set up and control and tweak after they have been set up. With this addon it becomes possible to experiment and try different options in an iterative way.

    I would love if the documentation videos had an audio explanation of the principles to not have to reverse-engineer why the steps work.

    Love this addon. Thanks!

    • Bohdan Diachenko 12 months ago

      Thanks for this appreciation, Gabriel. I plan to release better documentation videos with next update.

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