Originally I had the masses of all the ragdoll parts (torso…legs…arms… head) at 1 kg, the default it gives the mass when you enable the rigid body physics. I set those to ‘reasonable’ values, 80 kg for the torso, 35,20,5 for the upper arm, lower arm, hand… same with the legs. I also set the damping low for translation and rotation for all the objects. I originally had it set high to see what it would do… makes things look like they’re moving through molasses The key thing is to create a set of low poly objects that kind of match the character mesh, then set rigid body constrains between all the parts of the ragdoll, so that the physics solver can move them as they should.
The ragdoll can be posed, and if every object is set to ‘start deactivated’ then it’ll hold the pose until it gets hit by another physics object (such as a giant monkey head…) You can also animate the armature while it’s ‘waiting’, or even during the physics as well, because the armature is parented to the ragdoll objects. So you can have lead- in animation and lead-out animation on top of the physics simulation, and the best thing about the new rigid body integration is that it’s all realtime in the viewport, so no messing around with the game engine anymore