Making Ragdolls in 3ds Max for Source
Posted Feb 12, 2012
Making a ragdoll requires you to use the hierarchy tab in the command panel, which may be a new area for less experienced modelers. Watch the video here to get a basic overview of how to make a ragdoll for Source.
Ragdoll Requirements
To make your ragdoll, you must create a linked hierarchy. You must also set the rotational limits of each joint. The items marked with an asterisk (*) should be skipped for the root (parent) of the model.
- Click the Pick and Link tool (usually at the top left of the 3ds Max UI) and link all children objects to their parent objects.
- Select each object and click the hierarchy tab in the command panel.*
- Set the hierarchy submenu to IK.*
- Set each axis to active and limited.*
- For each axis that should not move, choose From 0 to 0.*
- For each axis that should be able to move, set the desired angles.*
- Make sure that the model is either skinned or each object has Bone On (you can get to this by clicking Animation > Bone Tools and scrolling down to the bottom of the bone tool floater).
- In WWMT, make sure that you have $jointconstrain checked in the Collision Hull rollout.
- Export.
- Using WWMT
Articles on using the Wall Worm Model Tools.
- Related Topics


