Hey guys I just tried out the Godot 4.0 Beta and created a dummy with physical bones.
I followed this tutorial:
But unfortunately my dummy loses its head when I simulate, I guess some links somehow get broken?

I tried googling the problem and fiddling around with the physbone settings myself but cant get it to work properly.

I also think that some deformation Bones dont get imported correctly through gltf, could that be the problem?
Some seem to be missing in Godot. (Hands .i.e)

Heres the godot project file if anyone wants to look into it!

Your help would be much appreciated! Thank you!

  • Thanks again Lethn! 🙂
    I somewhat disagree. I want all the nice metarig features, would be a shame to do without.

    So for anyone also stuck on this:
    Theres a free addon taking care of the conversion from metarig to a game-ready rig very conveniently.

    Godot needs a clear hierarchical root bone, but metarig unfortunately has a flat hierarchy due to stretch-features.
    This addon takes care of this, alongside other things.
    Sometimes though, you need to re-parent the arms and legs of your game-rig to their specific spine bones.
    After that your skeleton should be working perfectly!
    It does for me! 🙂

    I hope that helps the next person

I've played with ragdoll a bit in Godot and your suspicions are correct Godot doesn't handle custom deformation options from blender very well, you may need to try using standard IK joints and see how that works for you. I have also found that the hinge joints are the effect that work best for that ragdoll effect. Keep Blender exporting options as basic as possible which means no modifiers or anything of that nature.

I'll have to dig through my memory a bit if that doesn't help but I can point you towards other potential tweaks if it's still not working but I've seen that stretching behaviour before and it does look like some kind of parenting or problem with your collider setup.

Thx Lethn, we are onto it I think! 🙂
I just simplified the rig alot, before I was using blenders generated metarig with all the controllers.
Which ideally should not be a problem since all the important bones are marked as 'Deform'.
And I explicitly only export those via the gltf export options.

When I skin the mesh to the simple rig and I export that, everything works.

So the actual question would be to find out what metarig bone-setups break during export.
I would want to use the metarig in the future.

Maybe someone else has some tips?

    _rbx775 I would generally just stay away from anything complex with Blender when exporting to Godot, that's my main advice, also as an extra tip, when you export your models, export them to separate folders always as it creates some kind of conflict with other imported models if you just dump the main Godot folder.

    When dealing with effects, bones etc. use what's provided with the engine and have the blender stuff as a base to work from.

    Thanks again Lethn! 🙂
    I somewhat disagree. I want all the nice metarig features, would be a shame to do without.

    So for anyone also stuck on this:
    Theres a free addon taking care of the conversion from metarig to a game-ready rig very conveniently.

    Godot needs a clear hierarchical root bone, but metarig unfortunately has a flat hierarchy due to stretch-features.
    This addon takes care of this, alongside other things.
    Sometimes though, you need to re-parent the arms and legs of your game-rig to their specific spine bones.
    After that your skeleton should be working perfectly!
    It does for me! 🙂

    I hope that helps the next person

      _rbx775 Theres a free addon taking care of the conversion from metarig to a game-ready rig very conveniently.

      The version for Godot 4 is still in alpha stage. ❗️

        _rbx775 I get you, it's just that's the state of Godot for now as Tomcat points out there will be much better 3D support coming in Godot 4 hopefully, we'll see what features that brings.