How to Simulate Character Death -- More Rigid than Simulate Physics

Hi!

When I simulate physics for an fbx, skeletal mesh…the creature falls but is very flimsy. How can I better these constraints to have the character fall and react less to physics impacts? i.e…riggimortus ahah

You may get better results or one closer to your desired results by editing the physics asset for the mesh to behave in a manner that you are looking to achieve here is the documentation for the PhAT and How To for using it:

What setting would actually prevent joint rotation (360 degrees) or make it so the hands, feet, neck, body don’t rotate and turn the mesh inside out?

Look at constraints that is where you can set rotation limits etc