Little thing i whipped up yesterday, it's ugly ass, the joint limits are screwed upish, etc .. but it works :) thought i'd show it off to gain some disrespect ;)
Requires latest Tokamak wrapper by Sweenie.
Camera can be moved with the cursors keys and A+Z, start the simulation by pressing Enter.
Ugly picture:

And a download for those without B3D and/or Tokamak:
ragtest1.rar (658kb)
ragtest1.zip (657kb)
Enjoy :)
Oh, if anyone can figure out why the ragdoll 'twitches' after it lands on the floor and fix it.. there'll be kisses in the e-mail.. can't seem to figure out why it does that :(
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Requires latest Tokamak wrapper by Sweenie.
Camera can be moved with the cursors keys and A+Z, start the simulation by pressing Enter.
Const Rigid_Bodies=100,Animated_Bodies=5 TOKSIM_SetRigidBodiesCount Rigid_Bodies TOKSIM_SetAnimatedBodiesCount Animated_Bodies TOKSIM_SetRigidParticleCount 0 TOKSIM_SetControllersCount 0 TOKSIM_SetGeometriesCount Rigid_bodies+Animated_Bodies TOKSIM_CreateSimulator(0,-10,0) Graphics3D 640,480,0,2 SetBuffer BackBuffer() camera = CreateCamera() light = CreateLight() ground = CreateCube() EntityColor ground,Rand(50,200),Rand(50,200),Rand(50,200) ScaleEntity ground,50,5,50 PositionEntity ground,0,-50,0 ground_ab = TOKAB_Create() TOKAB_AddBox(ground_ab,100.0,10.0,100.0) TOKAB_SetPosition(ground_ab,0.0,-50.0,0.0) wall1 = CreateCube() EntityColor wall1,Rand(50,200),Rand(50,200),Rand(50,200) ScaleEntity wall1,50,100,5 PositionEntity wall1,0,-50,50 wall1_ab = TOKAB_Create() TOKAB_AddBox(wall1_ab,100.0,200.0,10.0) TOKAB_SetPosition(wall1_ab,0.0,-50.0,50.0) ;feet foot1 = CreateCube() foot2 = CreateCube() ScaleEntity foot1,1,.2,1 ScaleEntity foot2,1,.2,1 foot1_rb = TOKRB_Create() foot2_rb = TOKRB_Create() foot1_geom = TOKRB_AddBox(foot1_rb,2,0.4,2) foot2_geom = TOKRB_AddBox(foot2_rb,2,0.4,2) TOKRB_SetPosition foot1_rb,-2,0,0 TOKRB_SetPosition foot2_rb,2,0,0 TOKRB_SetLinearDamping foot1_rb,0.001 TOKRB_SetAngularDamping foot1_rb,0.002 TOKRB_SetMass foot1_rb,4.0 TOKRB_SetBoxInertiaTensor foot1_rb,2.0,0.4,2.0,4.0 TOKRB_SetLinearDamping foot2_rb,0.001 TOKRB_SetAngularDamping foot2_rb,0.002 TOKRB_SetMass foot2_rb,4.0 TOKRB_SetBoxInertiaTensor foot2_rb,2.0,0.4,2.0,4.0 ;calves calve1 = CreateCylinder() calve2 = CreateCylinder() ScaleEntity calve1,.5,2,.5 ScaleEntity calve2,.5,2,.5 calve1_rb = TOKRB_Create() calve2_rb = TOKRB_Create() calve1_geom = TOKRB_AddCylinder(calve1_rb,1,4) calve2_geom = TOKRB_AddCylinder(calve2_rb,1,4) TOKRB_SetPosition calve1_rb,-2,2,.5 TOKRB_SetPosition calve2_rb,2,2,.5 TOKRB_SetLinearDamping calve1_rb,0.001 TOKRB_SetAngularDamping calve1_rb,0.002 TOKRB_SetMass calve1_rb,4.0 TOKRB_SetCylinderInertiaTensor calve1_rb,1.0,4.0,4.0 TOKRB_SetLinearDamping calve2_rb,0.001 TOKRB_SetAngularDamping calve2_rb,0.002 TOKRB_SetMass calve2_rb,4.0 TOKRB_SetCylinderInertiaTensor calve2_rb,1.0,4.0,4.0 ;thighs thigh1 = CreateCylinder() thigh2 = CreateCylinder() ScaleEntity thigh1,.75,2,.75 ScaleEntity thigh2,.75,2,.75 thigh1_rb = TOKRB_Create() thigh2_rb = TOKRB_Create() thigh1_geom = TOKRB_AddCylinder(thigh1_rb,1.5,4) thigh2_geom = TOKRB_AddCylinder(thigh2_rb,1.5,4) TOKRB_SetPosition thigh1_rb,-2,6,.5 TOKRB_SetPosition thigh2_rb,2,6,.5 TOKRB_SetLinearDamping thigh1_rb,0.001 TOKRB_SetAngularDamping thigh1_rb,0.002 TOKRB_SetMass thigh1_rb,4.0 TOKRB_SetCylinderInertiaTensor thigh1_rb,1.5,4.0,4.0 TOKRB_SetLinearDamping thigh2_rb,0.001 TOKRB_SetAngularDamping thigh2_rb,0.002 TOKRB_SetMass thigh2_rb,4.0 TOKRB_SetCylinderInertiaTensor thigh2_rb,1.5,4.0,4.0 ;body body = CreateCube() ScaleEntity body,3,3,1 body_rb = TOKRB_Create() body_geom = TOKRB_AddBox(body_rb,6,6,2) TOKRB_SetPosition body_rb,0,11,0 TOKRB_SetLinearDamping body_rb,0.001 TOKRB_SetAngularDamping body_rb,0.002 TOKRB_SetMass body_rb,8.0 TOKRB_SetBoxInertiaTensor body_rb,6.0,6.0,2.0,8.0 ;neck neck = CreateCylinder() ScaleEntity neck,.75,.5,.75 neck_rb = TOKRB_Create() neck_geom = TOKRB_AddCylinder(neck_rb,1.5,1) TOKRB_SetPosition neck_rb,0,14.5,0 TOKRB_SetLinearDamping neck_rb,0.001 TOKRB_SetAngularDamping neck_rb,0.002 TOKRB_SetMass neck_rb,2.0 TOKRB_SetCylinderInertiaTensor neck_rb,1.5,1,2.0 ;head head = CreateSphere() ScaleEntity head,1.5,1.5,1.5 head_rb = TOKRB_Create() head_geom = TOKRB_AddSphere(head_rb,3) TOKRB_SetPosition head_rb,0,16,0 TOKRB_SetLinearDamping head_rb,0.001 TOKRB_SetAngularDamping head_rb,0.002 TOKRB_SetMass head_rb,6.0 TOKRB_SetSphereInertiaTensor head_rb,3.0,6.0 ;upperarms upper1 = CreateCylinder() upper2 = CreateCylinder() ScaleEntity upper1,.75,1.5,.75 ScaleEntity upper2,.75,1.5,.75 upper1_rb = TOKRB_Create() upper2_rb = TOKRB_Create() upper1_geom = TOKRB_AddCylinder(upper1_rb,1.5,3) upper2_geom = TOKRB_AddCylinder(upper2_rb,1.5,3) TOKRB_SetRotation upper1_rb,0,0,90 TOKRB_SetRotation upper2_rb,0,0,90 TOKRB_SetPosition upper1_rb,-4.5,13,0 TOKRB_SetPosition upper2_rb,4.5,13,0 TOKRB_SetLinearDamping upper1_rb,0.001 TOKRB_SetAngularDamping upper1_rb,0.002 TOKRB_SetMass upper1_rb,4.0 TOKRB_SetCylinderInertiaTensor upper1_rb,1.5,3.0,4.0 TOKRB_SetLinearDamping upper2_rb,0.001 TOKRB_SetAngularDamping upper2_rb,0.002 TOKRB_SetMass upper2_rb,4.0 TOKRB_SetCylinderInertiaTensor upper2_rb,1.5,3.0,4.0 ;lowerarms lower1 = CreateCylinder() lower2 = CreateCylinder() ScaleEntity lower1,.5,1.5,.5 ScaleEntity lower2,.5,1.5,.5 lower1_rb = TOKRB_Create() lower2_rb = TOKRB_Create() lower1_geom = TOKRB_AddCylinder(lower1_rb,1,3) lower2_geom = TOKRB_AddCylinder(lower2_rb,1,3) TOKRB_SetRotation lower1_rb,0,0,90 TOKRB_SetRotation lower2_rb,0,0,90 TOKRB_SetPosition lower1_rb,-7.5,13,0 TOKRB_SetPosition lower2_rb,7.5,13,0 TOKRB_SetLinearDamping lower1_rb,0.001 TOKRB_SetAngularDamping lower1_rb,0.002 TOKRB_SetMass lower1_rb,4.0 TOKRB_SetCylinderInertiaTensor lower1_rb,1.0,3.0,4.0 TOKRB_SetLinearDamping lower2_rb,0.001 TOKRB_SetAngularDamping lower2_rb,0.002 TOKRB_SetMass lower2_rb,4.0 TOKRB_SetCylinderInertiaTensor lower2_rb,1.0,3.0,4.0 ;hands hand1 = CreateCube() hand2 = CreateCube() ScaleEntity hand1,.75,.75,.75 ScaleEntity hand2,.75,.75,.75 hand1_rb = TOKRB_Create() hand2_rb = TOKRB_Create() hand1_geom = TOKRB_AddBox(hand1_rb,1.5,1.5,1.5) hand2_geom = TOKRB_AddBox(hand2_rb,1.5,1.5,1.5) TOKRB_SetPosition hand1_rb,-9.5,13,0 TOKRB_SetPosition hand2_rb,9.5,13,0 TOKRB_SetLinearDamping hand1_rb,0.001 TOKRB_SetAngularDamping hand1_rb,0.002 TOKRB_SetMass hand1_rb,1.0 TOKRB_SetBoxInertiaTensor hand1_rb,1.5,1.5,1.5,1.0 TOKRB_SetLinearDamping hand2_rb,0.001 TOKRB_SetAngularDamping hand2_rb,0.002 TOKRB_SetMass hand2_rb,1.0 TOKRB_SetBoxInertiaTensor hand2_rb,1.5,1.5,1.5,1.0 ; JOINTS ; feet to calves foot1_jt = TOKJOINT_Create(2,foot1_rb,calve1_rb) foot2_jt = TOKJOINT_Create(2,foot2_rb,calve2_rb) TOKJOINT_SetPositionAndRotationWorld foot1_jt,-2,0,0,0,0,0 TOKJOINT_SetPositionAndRotationWorld foot2_jt,2,0,0,0,0,0 TOKJOINT_SetType foot1_jt,1 TOKJOINT_SetType foot2_jt,1 TOKJOINT_SetLowerLimit foot1_jt,0 TOKJOINT_SetUpperLimit foot1_jt,0.5 TOKJOINT_SetLowerLimit foot2_jt,0 TOKJOINT_SetUpperLimit foot2_jt,0.5 TOKJOINT_SetLowerLimit2 foot1_jt,0 TOKJOINT_SetUpperLimit2 foot1_jt,1 TOKJOINT_SetLowerLimit2 foot2_jt,0 TOKJOINT_SetUpperLimit2 foot2_jt,1 TOKJOINT_EnableLimit foot1_jt,True TOKJOINT_EnableLimit foot2_jt,True TOKJOINT_EnableLimit2 foot1_jt,True TOKJOINT_EnableLimit2 foot2_jt,True TOKJOINT_Enable foot1_jt,True TOKJOINT_Enable foot2_jt,True ; calves to thighs calve1_jt = TOKJOINT_Create(2,calve1_rb,thigh1_rb) calve2_jt = TOKJOINT_Create(2,calve2_rb,thigh2_rb) TOKJOINT_SetPositionAndRotationWorld calve1_jt,-2,4,0.5,0,0,0 TOKJOINT_SetPositionAndRotationWorld calve2_jt,2,4,0.5,0,0,0 TOKJOINT_SetType calve1_jt,1 TOKJOINT_SetType calve2_jt,1 TOKJOINT_SetLowerLimit calve1_jt,0 TOKJOINT_SetUpperLimit calve1_jt,0.5 TOKJOINT_SetLowerLimit calve2_jt,0 TOKJOINT_SetUpperLimit calve2_jt,0.5 TOKJOINT_SetLowerLimit2 calve1_jt,0 TOKJOINT_SetUpperLimit2 calve1_jt,1 TOKJOINT_SetLowerLimit2 calve2_jt,0 TOKJOINT_SetUpperLimit2 calve2_jt,1 TOKJOINT_EnableLimit calve1_jt,True TOKJOINT_EnableLimit calve2_jt,True TOKJOINT_EnableLimit2 calve1_jt,True TOKJOINT_EnableLimit2 calve2_jt,True TOKJOINT_Enable calve1_jt,True TOKJOINT_Enable calve2_jt,True ; thighs to body thigh1_jt = TOKJOINT_Create(2,thigh1_rb,body_rb) thigh2_jt = TOKJOINT_Create(2,thigh2_rb,body_rb) TOKJOINT_SetPositionAndRotationWorld thigh1_jt,-2,8,0.5,0,0,0 TOKJOINT_SetPositionAndRotationWorld thigh2_jt,2,8,0.5,0,0,0 TOKJOINT_SetType thigh1_jt,1 TOKJOINT_SetType thigh2_jt,1 TOKJOINT_SetLowerLimit thigh1_jt,0 TOKJOINT_SetUpperLimit thigh1_jt,0.5 TOKJOINT_SetLowerLimit thigh2_jt,0 TOKJOINT_SetUpperLimit thigh2_jt,0.5 TOKJOINT_SetLowerLimit2 thigh1_jt,0 TOKJOINT_SetUpperLimit2 thigh1_jt,1 TOKJOINT_SetLowerLimit2 thigh2_jt,0 TOKJOINT_SetUpperLimit2 thigh2_jt,1 TOKJOINT_EnableLimit thigh1_jt,True TOKJOINT_EnableLimit thigh2_jt,True TOKJOINT_EnableLimit2 thigh1_jt,True TOKJOINT_EnableLimit2 thigh2_jt,True TOKJOINT_Enable thigh1_jt,True TOKJOINT_Enable thigh2_jt,True ; body to neck body1_jt = TOKJOINT_Create(2,body_rb,neck_rb) TOKJOINT_SetPositionAndRotationWorld body1_jt,0,14,0,0,0,0 TOKJOINT_SetType body1_jt,1 TOKJOINT_SetLowerLimit body1_jt,0 TOKJOINT_SetUpperLimit body1_jt,0.5 TOKJOINT_SetLowerLimit2 body1_jt,0 TOKJOINT_SetUpperLimit2 body1_jt,0 TOKJOINT_EnableLimit body1_jt,True TOKJOINT_EnableLimit2 body1_jt,True TOKJOINT_Enable body1_jt,True ; neck to head neck_jt = TOKJOINT_Create(2,neck_rb,head_rb) TOKJOINT_SetPositionAndRotationWorld neck_jt,0,15.5,0,0,0,0 TOKJOINT_SetType neck_jt,1 TOKJOINT_SetLowerLimit neck_jt,0 TOKJOINT_SetUpperLimit neck_jt,0.5 TOKJOINT_SetLowerLimit2 neck_jt,0 TOKJOINT_SetUpperLimit2 neck_jt,1 TOKJOINT_EnableLimit neck_jt,True TOKJOINT_EnableLimit2 neck_jt,True TOKJOINT_Enable neck_jt,True ; body to upperarms body2_jt = TOKJOINT_Create(2,body_rb,upper1_rb) body3_jt = TOKJOINT_Create(2,body_rb,upper2_rb) TOKJOINT_SetPositionAndRotationWorld body2_jt,-3.0,13,0,0,0,0 TOKJOINT_SetPositionAndRotationWorld body3_jt,3.0,13,0,0,0,0 TOKJOINT_SetType body2_jt,1 TOKJOINT_SetType body3_jt,1 TOKJOINT_SetLowerLimit body2_jt,0 TOKJOINT_SetUpperLimit body2_jt,1.5 TOKJOINT_SetLowerLimit body3_jt,0 TOKJOINT_SetUpperLimit body3_jt,1.5 TOKJOINT_SetLowerLimit2 body2_jt,0 TOKJOINT_SetUpperLimit2 body2_jt,1 TOKJOINT_SetLowerLimit2 body3_jt,0 TOKJOINT_SetUpperLimit2 body3_jt,1 TOKJOINT_EnableLimit body2_jt,True TOKJOINT_EnableLimit body3_jt,True TOKJOINT_EnableLimit2 body2_jt,True TOKJOINT_EnableLimit2 body3_jt,True TOKJOINT_Enable body2_jt,True TOKJOINT_Enable body3_jt,True ; upperarms to lowerarms upper1_jt = TOKJOINT_Create(2,upper1_rb,lower1_rb) upper2_jt = TOKJOINT_Create(2,upper2_rb,lower2_rb) TOKJOINT_SetPositionAndRotationWorld upper1_jt,-6.0,13,0,0,0,0 TOKJOINT_SetPositionAndRotationWorld upper2_jt,6.0,13,0,0,0,0 TOKJOINT_SetType upper1_jt,1 TOKJOINT_SetType upper2_jt,1 TOKJOINT_SetLowerLimit upper1_jt,0 TOKJOINT_SetUpperLimit upper1_jt,1.5 TOKJOINT_SetLowerLimit upper2_jt,0 TOKJOINT_SetUpperLimit upper2_jt,1.5 TOKJOINT_SetLowerLimit2 upper1_jt,0 TOKJOINT_SetUpperLimit2 upper1_jt,1 TOKJOINT_SetLowerLimit2 upper2_jt,0 TOKJOINT_SetUpperLimit2 upper2_jt,1 TOKJOINT_EnableLimit upper1_jt,True TOKJOINT_EnableLimit upper2_jt,True TOKJOINT_EnableLimit2 upper1_jt,True TOKJOINT_EnableLimit2 upper2_jt,True TOKJOINT_Enable upper1_jt,True TOKJOINT_Enable upper2_jt,True ; lowerarms to hands lower1_jt = TOKJOINT_Create(2,lower1_rb,hand1_rb) lower2_jt = TOKJOINT_Create(2,lower2_rb,hand2_rb) TOKJOINT_SetPositionAndRotationWorld lower1_jt,-9.0,13,0,0,0,0 TOKJOINT_SetPositionAndRotationWorld lower2_jt,9.0,13,0,0,0,0 TOKJOINT_SetType lower1_jt,1 TOKJOINT_SetType lower2_jt,1 TOKJOINT_SetLowerLimit lower1_jt,0 TOKJOINT_SetUpperLimit lower1_jt,1 TOKJOINT_SetLowerLimit lower2_jt,0 TOKJOINT_SetUpperLimit lower2_jt,1 TOKJOINT_SetLowerLimit2 lower1_jt,0 TOKJOINT_SetUpperLimit2 lower1_jt,1 TOKJOINT_SetLowerLimit2 lower2_jt,0 TOKJOINT_SetUpperLimit2 lower2_jt,1 TOKJOINT_EnableLimit lower1_jt,True TOKJOINT_EnableLimit lower2_jt,True TOKJOINT_EnableLimit2 lower1_jt,True TOKJOINT_EnableLimit2 lower2_jt,True TOKJOINT_Enable lower1_jt,True TOKJOINT_Enable lower2_jt,True MoveEntity camera,0,0,-20 While Not KeyDown(1) If KeyDown(200) MoveEntity camera,0,0,1 EndIf If KeyDown(208) MoveEntity camera,0,0,-1 EndIf If KeyDown(203) TurnEntity camera,0,1,0 EndIf If KeyDown(205) TurnEntity camera,0,-1,0 EndIf If KeyDown(30) MoveEntity camera,0,1,0 EndIf If KeyDown(44) MoveEntity camera,0,-1,0 EndIf If KeyHit(28) TOKRB_ApplyImpulse body_rb,0,0,1500 If go = False go = True Else go = False EndIf EndIf If go = True TOKSIM_Advance .1,3 EndIf UpdateWorld PositionEntity ground,TOKAB_GetX(ground_ab),TOKAB_GetY(ground_ab),TOKAB_GetZ(ground_ab) RotateEntity ground,TOKAB_GetPitch(ground_ab),TOKAB_GetYaw(ground_ab),TOKAB_GetRoll(ground_ab),False PositionEntity wall1,TOKAB_GetX(wall1_ab),TOKAB_GetY(wall1_ab),TOKAB_GetZ(wall1_ab) RotateEntity wall1,TOKAB_GetPitch(wall1_ab),TOKAB_GetYaw(wall1_ab),TOKAB_GetRoll(wall1_ab),False PositionEntity foot1,TOKRB_GetX(foot1_rb),TOKRB_GetY(foot1_rb),TOKRB_GetZ(foot1_rb) RotateEntity foot1,TOKRB_GetPitch(foot1_rb),TOKRB_GetYaw(foot1_rb),TOKRB_GetRoll(foot1_rb),False PositionEntity foot2,TOKRB_GetX(foot2_rb),TOKRB_GetY(foot2_rb),TOKRB_GetZ(foot2_rb) RotateEntity foot2,TOKRB_GetPitch(foot2_rb),TOKRB_GetYaw(foot2_rb),TOKRB_GetRoll(foot2_rb),False PositionEntity calve1,TOKRB_GetX(calve1_rb),TOKRB_GetY(calve1_rb),TOKRB_GetZ(calve1_rb) RotateEntity calve1,TOKRB_GetPitch(calve1_rb),TOKRB_GetYaw(calve1_rb),TOKRB_GetRoll(calve1_rb),False PositionEntity calve2,TOKRB_GetX(calve2_rb),TOKRB_GetY(calve2_rb),TOKRB_GetZ(calve2_rb) RotateEntity calve2,TOKRB_GetPitch(calve2_rb),TOKRB_GetYaw(calve2_rb),TOKRB_GetRoll(calve2_rb),False PositionEntity thigh1,TOKRB_GetX(thigh1_rb),TOKRB_GetY(thigh1_rb),TOKRB_GetZ(thigh1_rb) RotateEntity thigh1,TOKRB_GetPitch(thigh1_rb),TOKRB_GetYaw(thigh1_rb),TOKRB_GetRoll(thigh1_rb),False PositionEntity thigh2,TOKRB_GetX(thigh2_rb),TOKRB_GetY(thigh2_rb),TOKRB_GetZ(thigh2_rb) RotateEntity thigh2,TOKRB_GetPitch(thigh2_rb),TOKRB_GetYaw(thigh2_rb),TOKRB_GetRoll(thigh2_rb),False PositionEntity body,TOKRB_GetX(body_rb),TOKRB_GetY(body_rb),TOKRB_GetZ(body_rb) RotateEntity body,TOKRB_GetPitch(body_rb),TOKRB_GetYaw(body_rb),TOKRB_GetRoll(body_rb),False PositionEntity neck,TOKRB_GetX(neck_rb),TOKRB_GetY(neck_rb),TOKRB_GetZ(neck_rb) RotateEntity neck,TOKRB_GetPitch(neck_rb),TOKRB_GetYaw(neck_rb),TOKRB_GetRoll(neck_rb),False PositionEntity head,TOKRB_GetX(head_rb),TOKRB_GetY(head_rb),TOKRB_GetZ(head_rb) RotateEntity head,TOKRB_GetPitch(head_rb),TOKRB_GetYaw(head_rb),TOKRB_GetRoll(head_rb),False PositionEntity upper1,TOKRB_GetX(upper1_rb),TOKRB_GetY(upper1_rb),TOKRB_GetZ(upper1_rb) RotateEntity upper1,TOKRB_GetPitch(upper1_rb),TOKRB_GetYaw(upper1_rb),TOKRB_GetRoll(upper1_rb),False PositionEntity upper2,TOKRB_GetX(upper2_rb),TOKRB_GetY(upper2_rb),TOKRB_GetZ(upper2_rb) RotateEntity upper2,TOKRB_GetPitch(upper2_rb),TOKRB_GetYaw(upper2_rb),TOKRB_GetRoll(upper2_rb),False PositionEntity lower1,TOKRB_GetX(lower1_rb),TOKRB_GetY(lower1_rb),TOKRB_GetZ(lower1_rb) RotateEntity lower1,TOKRB_GetPitch(lower1_rb),TOKRB_GetYaw(lower1_rb),TOKRB_GetRoll(lower1_rb),False PositionEntity lower2,TOKRB_GetX(lower2_rb),TOKRB_GetY(lower2_rb),TOKRB_GetZ(lower2_rb) RotateEntity lower2,TOKRB_GetPitch(lower2_rb),TOKRB_GetYaw(lower2_rb),TOKRB_GetRoll(lower2_rb),False PositionEntity hand1,TOKRB_GetX(hand1_rb),TOKRB_GetY(hand1_rb),TOKRB_GetZ(hand1_rb) RotateEntity hand1,TOKRB_GetPitch(hand1_rb),TOKRB_GetYaw(hand1_rb),TOKRB_GetRoll(hand1_rb),False PositionEntity hand2,TOKRB_GetX(hand2_rb),TOKRB_GetY(hand2_rb),TOKRB_GetZ(hand2_rb) RotateEntity hand2,TOKRB_GetPitch(hand2_rb),TOKRB_GetYaw(hand2_rb),TOKRB_GetRoll(hand2_rb),False RenderWorld Flip Wend TOKSIM_DestroySimulator() End
Ugly picture:

And a download for those without B3D and/or Tokamak:
ragtest1.rar (658kb)
ragtest1.zip (657kb)
Enjoy :)
Oh, if anyone can figure out why the ragdoll 'twitches' after it lands on the floor and fix it.. there'll be kisses in the e-mail.. can't seem to figure out why it does that :(
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