# Create a ragdoll

> Walkthrough of how to use the Unity Ragdoll Wizard to create and configure a ragdoll.

You can create a skinned mesh character and rig it up with bones in a 3D modeling application.

Unity can then generate all colliders, rigidbody components, and joints that make up a ragdoll from your skinned mesh character.

1. Create and rig a skinned mesh character in your 3D modeling application.

2. Save the skinned mesh character in your project folder.

3. Launch Unity, and select the skinned mesh file. The **Import Settings** dialog appears in the Editor window. If needed, disable **Generate Colliders** in the **Import Settings** dialog.

4. Create an instance of the character by dragging it from the **Project** window to the **Hierarchy** window\..

5. Select **GameObject > 3D Object > Ragdoll...** from the menu bar.

6. Drag the different limbs of your character instance from the **Hierarchy** window to the matching wizard area and create your ragdoll. The inspector displays the following components:

   * Skinned mesh renderer
   * Box collider
   * Rigidbody

   You can check how your ragdoll moves in play mode.

7. To save the ragdoll as a prefab, select **Assets -> Create -> Prefab** from the menu bar.

8. Drag the ragdoll character instance from the Hierarchy on top of the ragdoll prefab.

You can now reuse your ragdoll character prefab in your project.

For character joints made with the Ragdoll wizard, the following naming scheme applies:

| **Character joint axis** | **Description**            |
| ------------------------ | -------------------------- |
| **Twist**                | Twists the limb.           |
| **Swing 1**              | Limb's largest swing axis. |
| **Swing 2**              | Limb's smaller swing axis. |

## Additional resources

* [Joints](/engine/6000.3/manual/physics-section/physics-overview/joints-section.md)
* [Character Joint component reference](/engine/6000.3/manual/physics-section/physics-overview/joints-section/class-character-joint.md)
