in the last 2 days I've implemented a custom ragdoll class that will eventually be used with this game, and I'm pretty happy with it so far. the reason I opted for my own system instead of the built-in one is that I wanted to allow for different joint types between bones (hamely hinge jionts for elbows, knees, etc), and I also wanted to remove the requirement that bones main direction is in the local X-axis.
as it happens Blender armatures default to bones pointing along their local Y axis, and rather than come up with a code workaround for the existing ragdoll system, I just made my own, which was actually a really cool learning experience. my system can now create a ragdoll from an existing skeleton in any pose, based on information stored in an xml file.
anyway, here's the video:
http://walaber.com/misc/tramp10.avi
please note that yesterday my homepage exceeded it's bandwidth limit, and is down until midnight tonight, at which point the link above should become available. a lot of foreign sites have put direct download links to my Stunt Playground game on their pages, and the popularity is flattering but the bandwidth is ridiculouos! over 10GB in a snigle day! I have been forced to remove the Stunt Playgrond download for now until I can think of a better solution...
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"