Animated characters can participate in MassFX simulations as Dynamic and Kinematic rigid bodies. With the Dynamic option, a character can both affect and be affected by other objects in the simulation. Using the Kinematic option, a character can affect the simulation, but cannot be affected by it. For example, an animated character could knock down an obstacle in its way, but a large box falling on it would not change its behavior in the simulation.
The Ragdoll in MassFX is basically a convenience for creating and managing rigid bodies. However, it has several significant convenience features. For example, when bones are associated with a skin mesh, the Ragdoll can generate custom rigid body meshes based on the skinned vertices.
To create a Ragdoll, select any bone in a set of linked bones (including bipeds and bone chains), or a mesh object with a Skin modifier that references the bones, and invoke the Create Kinematic Ragdoll or Create Dynamic Ragdoll command (for details, see MassFX Ragdoll). The skeleton does not have to be humanoid, or even represent a living being.
The Remove Ragdoll command is a convenience for deleting the Ragdoll helper, all MassFX Rigid Body modifiers applied to the bones in it, and all constraints.
You can edit the rigid bodies created by the Ragdoll individually by selecting the bone and adjusting the modifier settings as with any other rigid body or constraint. You can also use the Bone Properties rollout of the Ragdoll helper interface to batch-set common options on bones.
To apply common settings to one or more bones in a Ragdoll: