Thanks @belfortk and @sebavan for taking a look at this! I just noticed the import mesh (line 37), so I assume that’s the blender mesh? Being new to this, I thought that mesh was a representation of the physics impostors. I didn’t realize there are Babylon blocks and a Blender mesh linked.
I’ve just been deleting the last lines of code (starting with varModelData). I saved a copy with those lines deleted here and it still seems to work.
So I guess here are some new questions:
Why is the Blender varModelData there? Does it need to be?
Is the character staying together and following ragdoll physics because of the Blender skeleton, or because of Babylon (blocks attached by joints manually coded into Babylon)?
All the forum responses I researched indicate that all skeleton information should not be coded manually, but is always exported from programs like Blender. But, maybe this is just in the case of animations. I suppose I’m trying to achieve ragdoll physics with meshes that I create in Blender.
My hunch is that Blender skeletons only exist for animations, and do not help meshes with physics when imported. If that’s the case, I suppose I should just import meshes, then connect them with Babylon joints like in the example.
Thanks again for any input or advice!