I managed to start on the ragdoll editor tools. This will be used to allow the user to specify what part of their custom model is the legs, arms, head, etc of the ragdoll. The system looks like this so far:

Upon importing a model, you will need to bind the ragdoll limbs to the model's bones. The menu tries to automatically bind them when you first start but many models have different bone names so you will need to bind the rest of the limbs that weren't automatically binded. For example some MMD models name their upper leg bones as "thigh" or "leg" or "upperleg".
Once the ragdoll profile is set, I will be working next on the creation of the physics ragdoll itself. To specify how big and what kind of physics shape a limb will have, they will need to be created and exported in the fbx. Most MMD models already come with this information:

As you can see, the arms are made of capsules while other pieces are boxes. This will be read into the game during the importing process. Plenty to do. Will keep you updated.
Stay tuned!
