Ragdoll Entity Physics

When setting the model of an entity to a ragdoll the physics mesh appears to be rotated +90 degrees, is there any way to correct this?

Does this happen with a custom model or all ragdolls?

The problem persists with any ragdoll.
It appears that the first collision piece defined in the models qc is the only part of the ragdoll that is created

Perhaps SHOW COOOODEEEEEEE?

The test entity that I am spawning



AddCSLuaFile( )

local MODULE = hab.Module.HABV

ENT.Base = "hvap_base_ground"
ENT.Category = MODULE.Categories.Test
ENT.Spawnable = true
ENT.AdminOnly = true
ENT.PrintName = "HABV Test"

ENT.Model = Model( --[[ Any ragdoll model ]] )


The Base for the Entity



AddCSLuaFile( )

local MODULE = hab.Module.HABV

ENT.Base = "base_anim"
ENT.Type = "anim"
ENT.AutomaticFrameAdvance = true -- Clientside
ENT.Category = MODULE.Categories.Base -- Clientside
ENT.Spawnable = false
ENT.Editable = false
ENT.AdminOnly = false
ENT.PrintName = "HABV Base Entity" -- Clientside
ENT.Author = "The_HAVOK" -- Clientside
ENT.Contact = "thehavok.hts@gmail.com" -- Clientside
ENT.Purpose = "Base Vehicle" -- Clientside
ENT.Instructions = "Just do it" -- Clientside
ENT.RenderGroup = RENDERGROUP_BOTH -- Clientside
ENT.DisableDuplicator = true -- Serverside

ENT.HABV = true

ENT.Weight = 100

function ENT:Draw( )

	self:DrawModel( )

end

function ENT:DrawTranslucent( )

	self:Draw( )

end

function ENT:Initialize( )

	if SERVER then

		self.Entity:SetModel( self.Model )

		self.Entity:SetMoveType( MOVETYPE_VPHYSICS )

		self.Entity:PhysicsInit( SOLID_VPHYSICS )

	end

	self.Phy = self:GetPhysicsObject( )

	if self.Phy:IsValid( ) then

		self.Phy:SetMass( self.Weight )
		self.Phy:EnableDrag( false )
		self.Phy:Wake( )

	end

end

function ENT:SpawnFunction( ply, tr, ClassName )

	if ( !tr.Hit ) then return end

	local SpawnPos = tr.HitPos + tr.HitNormal * 48
	local SpawnAng = ply:EyeAngles( )
	SpawnAng.p = 0
	SpawnAng.y = SpawnAng.y + 180

	local ent = ents.Create( ClassName )
	ent:SetCreator( ply )
	ent:SetPos( SpawnPos )
	ent:SetAngles( SpawnAng )
	ent:Spawn( )
	ent:Activate( )

	ent:DropToFloor( )

	return ent

end


SENTs can’t be ragdolls.

y tho

Because that’s what prop_ragdolls are for.
Regardless, you can still overwrite/add to the functions of a prop_ragdoll if you need to add to it.