Static ReadonlyVelocityEnum used to represent how velocity should be distributed across a ragdolled character's body parts.
ReadonlyAllEqual: 1Applies the full velocity vector to every body part independently. Creates the strongest force, useful for powerful impacts.
ReadonlyRandomMax: 3Each part gets a random velocity from 0 to the specified magnitude in the same direction. Creates varied motion, useful for explosions.
ReadonlyRootOnly: 0Applies velocity only to the HumanoidRootPart. Most efficient for general movement like falling or launching.
ReadonlySplitEqual: 2Divides the velocity magnitude evenly across all body parts. Total momentum remains constant regardless of part count. Good for realistic physics.
StaticRagdollConverts a character into a ragdoll with physics-based movement. Detects R6/R15 rig automatically, replaces Motor6Ds with constraints, creates collision proxies, and sets up automatic recovery.
The character Model to ragdoll. Must have a Humanoid.
Duration (in seconds) for the fade clone to remain visible after standing up. Recommended: 0.3-0.7 seconds.
OptionalautomaticDuration: numberOptional. If provided, the ragdoll will automatically end after this many seconds. If omitted, you must manually call IActiveRagdoll.Destroy to end the ragdoll.
OptionalgetupFront: AnimationOptional. Animation to play when getting up while facing forward (belly down). If not provided, character snaps to standing.
OptionalgetupBack: AnimationOptional. Animation to play when getting up while facing backward (back down). If not provided, character snaps to standing.
An IActiveRagdoll interface if successful, or undefined if character is already ragdolled, has no Humanoid, or is missing required body parts.
StaticUnragdollEnds the ragdoll state for ALL currently ragdolled characters. Useful for game-wide effects like round resets or emergency cleanup. Each character performs their getup animation independently.
OptionaldelayTime: numberOptional. If provided, delays the un-ragdoll by this many seconds for all characters. If omitted, un-ragdolls all immediately.
StaticUnragdollManually ends the ragdoll state for a specific character. Equivalent to calling IActiveRagdoll.Destroy on the ragdoll instance. If the character is not currently ragdolled, this method does nothing.
The character Model to un-ragdoll
OptionaldelayTime: numberOptional. If provided, delays the un-ragdoll by this many seconds. If omitted, un-ragdolls immediately.
Main Falldown class providing static methods for ragdolling characters in Roblox. Creates realistic ragdoll physics by replacing Motor6Ds with constraints, managing collision groups, and providing smooth getup animations.
Static
See
IActiveRagdollFalldown.VelocityMode