I originally had two separate threads planned for this, but seeing as they were quite similar, I combined them into this singular thread.

- Ragdoll Physics initiate after all Execution Animations finish (where possible)
- Ragdoll Physics after every single Death Animation

So, regarding these ideas, the main idea was already implemented after 2 threads I made a while back:
https://forums.ubisoft.com/showthrea...nematic-Deaths
https://forums.ubisoft.com/showthrea...cs-and-No-Gore

However, certain animations finish and just freeze, and in most cases it's alright, but with some, it looks a little off or unnatural, they suddenly freeze after moving alot which should make sense but sometimes it's pretty noticeable when the animation just stops. To fix this issue, I was reccomending after all of the key points of the Executions where possible, to initiate Ragdoll Physics after that point, to make the transition between Animation and Ragdoll Physics seem seamless.

About 'Death Animations', I refer to when the character is killed but not Executed, all of those animations, whether it is a kill from out of the Guard Stance or within Guard Stance but not initiating executions, I think that the Ragdoll Physics should initiate after the animation either finishes, or maybe like a certain point before they hit the ground, to make it feel and seem more immersive, rather than just a preset animation always happening. While it will be like that for executions, and perhaps the Death Animations too, the end sequence will always be somewhat different in some way, adding a sense of immersion to the gameplay.