Ragdoll
Replaces the actor’s animated skeleton with a particle-based ragdoll physics simulation. The body goes limp and reacts to gravity and external forces.
Spring Force and Damping (both logarithmic) control how aggressively the ragdoll tries to return to its animated pose — low values make it floppy, high values keep it closer to the animation. Gravity toggles gravitational pull on the ragdoll.
World Pose Pull adds a second, weaker drive that steers each body toward its animated world rotation. The joints only reproduce rotations relative to the parent, so a limb knocked aside by contact keeps its displaced orientation for good; this pulls it back. 0 disables it — raise it until the body recovers, and back off before it stops looking limp.
Lock Left/Right Foot, Lock Head, and Lock Left/Right Hand pin specific body parts to their animated positions so they don’t flop — useful for keeping feet planted while the rest of the body goes limp.
Fine Tune sets per-bone force scales from 0 (fully floppy) to 1 (fully rigid). Adjust individual body parts like legs, knees, arms, shoulders, torso, neck, and head to create localized stiffness — e.g. keep the torso firm while letting limbs dangle.