     Node@ root = model.node;
     
     CreateRagdollBone(root, "Bip01_Pelvis", 1.0, SHAPE_BOX, Vector3(0.15, 0.2, 0.3), Vector3(0.1, 0, 0), Quaternion(0, 0, 0));
-    CreateRagdollBone(root, "Bip01_Spine1", 1.0, SHAPE_BOX, Vector3(0.35, 0.3, 0.3), Vector3(0.15, 0, 0), Quaternion(0, 0, 0));
-    CreateRagdollBone(root, "Bip01_L_Thigh", 1.0, SHAPE_CAPSULE, Vector3(0.2, 0.45, 0.2), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
-    CreateRagdollBone(root, "Bip01_R_Thigh", 1.0, SHAPE_CAPSULE, Vector3(0.2, 0.45, 0.2), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
+    CreateRagdollBone(root, "Bip01_Spine1", 1.0, SHAPE_BOX, Vector3(0.3, 0.25, 0.3), Vector3(0.15, 0, 0), Quaternion(0, 0, 0));
+    CreateRagdollBone(root, "Bip01_L_Thigh", 1.0, SHAPE_CAPSULE, Vector3(0.2, 0.5, 0.2), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
+    CreateRagdollBone(root, "Bip01_R_Thigh", 1.0, SHAPE_CAPSULE, Vector3(0.2, 0.5, 0.2), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
     CreateRagdollBone(root, "Bip01_L_Calf", 1.0, SHAPE_CAPSULE, Vector3(0.2, 0.45, 0.2), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
     CreateRagdollBone(root, "Bip01_R_Calf", 1.0, SHAPE_CAPSULE, Vector3(0.2, 0.45, 0.2), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
     CreateRagdollBone(root, "Bip01_Head", 1.0, SHAPE_SPHERE, Vector3(0.3, 0.3, 0.3), Vector3(0.1, 0, 0), Quaternion(0, 0, 0));
     CreateRagdollBone(root, "Bip01_L_UpperArm", 1.0, SHAPE_CAPSULE, Vector3(0.15, 0.3, 0.15), Vector3(0.1, 0, 0), Quaternion(0, 0, 90));
     CreateRagdollBone(root, "Bip01_R_UpperArm", 1.0, SHAPE_CAPSULE, Vector3(0.15, 0.3, 0.15), Vector3(0.1, 0, 0), Quaternion(0, 0, 90));
-    CreateRagdollBone(root, "Bip01_L_Forearm", 1.0, SHAPE_CAPSULE, Vector3(0.1, 0.3, 0.1), Vector3(0.15, 0, 0), Quaternion(0, 0, 90));
-    CreateRagdollBone(root, "Bip01_R_Forearm", 1.0, SHAPE_CAPSULE, Vector3(0.1, 0.3, 0.1), Vector3(0.15, 0, 0), Quaternion(0, 0, 90));
-
-    CreateRagdollConstraint(root, "Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_Head", "Bip01_Spine1", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_POINT);
-    CreateRagdollConstraint(root, "Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_POINT);
+    CreateRagdollBone(root, "Bip01_L_Forearm", 1.0, SHAPE_CAPSULE, Vector3(0.1, 0.3, 0.1), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
+    CreateRagdollBone(root, "Bip01_R_Forearm", 1.0, SHAPE_CAPSULE, Vector3(0.1, 0.3, 0.1), Vector3(0.2, 0, 0), Quaternion(0, 0, 90));
+
+    CreateRagdollConstraint(root, "Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0, 0, -1), Vector3(0, 0, 1), Vector2(45, 10), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0, 0, -1), Vector3(0, 0, 1), Vector2(45, 10), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3(0, 0, -1), Vector3(0, 0, -1), Vector2(90, 0), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3(0, 0, -1), Vector3(0, 0, -1), Vector2(90, 0), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0, 0, 1), Vector3(0, 0, 1), Vector2(25, 10), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0, 0, 1), Vector3(0, 0, 1), Vector2(45, 15), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0, -1, 0), Vector3(0, 1, 0), Vector2(25, 45), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0, -1, 0), Vector3(0, 1, 0), Vector2(25, 45), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3(0, 0, -1), Vector3(0, 0, -1), Vector2(45, 0), Vector2(0, 0));
+    CreateRagdollConstraint(root, "Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3(0, 0, -1), Vector3(0, 0, -1), Vector2(45, 0), Vector2(0, 0));
 
     // Disable animation from all bones (both physical and non-physical) to not interfere
     Skeleton@ skel = model.skeleton;

    shape.rotation = rotation;
}

void CreateRagdollConstraint(Node@ root, String boneName, String parentName, ConstraintType type)
{
    Node@ boneNode = root.GetChild(boneName, true);
    Node@ parentNode = root.GetChild(parentName, true);

    if (drawDebug == 1)
        renderer.DrawDebugGeometry(false);
    if (drawDebug == 2)
        testScene.physicsWorld.DrawDebugGeometry(true);

    IntVector2 pos = ui.cursorPosition;
    if (ui.GetElementAt(pos, true) is null && testScene.octree !is null)
