For more realistic results, you can customize your approximation to simulate the body parts of your model. You can achieve this by selecting an approximation type from the preset list in the Ragdoll setting's Approximation Type list and transforming each approximation so that it is a close match for each body part. This is useful when you work with the Ragdoll Physical property and pose matching. See Creating a Ragdoll solve with poses.
In the Physical Properties > Ragdoll > Setup > Approximation Object Setup, pick the approximation type that best describes your model's form. Box, Sphere, Capsule, and Mesh.
Choose from four approximation types:
If the simple approximation types (Box, Sphere, Capsule,) are not detailed enough to mimic your model and do not provide accurate results, use the Mesh approximation type.
You can select a Mesh Approximation type if none of the default Approximation types are a good match for the body part of your model.
When you select a Mesh approximation for a specific bone, you create an exclusive collision model for it. For example, if you use a Mesh approximation for the character's RightKnee, a custom mesh model is created for "Collision Model's RightKnee".
To set a model as a Mesh approximation type:
You have now replaced the standard approximation on your model with a customized version.