Have posted over on the Physics forum on this but it's pretty quiet over there so here goes..
So i have some active ragdolls, and i'm driving rotation with anim data inside an iSystem..
My hacky workaround is using PhysicsVelocity.CalculateVelocityToTarget and setting velocity directly which works but the ragdolls obviously don't respond well to collisions ( i have to manually detect collisions and lerp the 'strength' of this velocity based on the ragdoll being hit by something )..
So i'm trying again to drive joint constraints directly.. The setup i'm trying out is as follows, three simple angular constraints on the joint, one for each rot axis ( and another joint with fixed linear position to hold the joints together )..