The major issues were getting the ragdolls to work with EVERY model in the game...and they do now. The other kicker was blending from the actor's current animation into the ragdoll. That works now. One of the last major issues was blending between the differing skeletons (32 bones in animation, 10 in the ragdoll) and making up for the missing bones in the mesh hierarchy. The fact that every character's skeleton in the game is unique didn't make my job any easier.
Obviously screenshots won't do this justice, so here's a link to a video (about a minute long) of me throwing around a civilian [grin]. I've still got about 1 more day of tweaking to get it perfect...but I'm sure this would be 'good enough'.
RAGDOLL PHYSICS VIDEO DOWNLOAD:
Here are some preview images of the video...
Here's an image showing the final ragdoll configuration:
Here's an image of different character model using the ragdoll physics.
Well this was the last major hurdle I had to really overcome with the game...and now I'll be able to add ragdoll physics into any of my subsequent projects pretty easily...so I'm a happy camper right now.
I've still got some tweaking to do, but as you can see from the video the ragdolls are already pretty stable. As usual comments/etc. are welcome.
Ah...time to relax, drink a beer, and own at some Counter-Strike: Source. *Glances at clock* Shit, it's 4:00AM. [grin]