So, here we are. Fixed some code to deal better with spring constraints. So here is the video to watch.
Second test run of the dragon rag-doll this time fully rigged including the wings. For this I used additional spring constraints along the wing web to simulate the behavior of wing web without using cloth physics yet. Unfolded wing web is under tension. Hence if relaxing wings tend to retract to a non-tension state. That's what the springs are doing here. First part shows again the setup: bones=blue, collision-shapes=orange, constraints=purple. First test is using 0-gravity. The second test is using 4-gravity ( a bit less than half earth gravity ). This avoid tunneling issues with the Bullet Physics library ( until they bring back CCD... or until I figured out a way to cheat Bullet

) and helps with the slow-down induced by the capture software. In this test the spring-wing physics can be seen rather well. Last back of test the typical tumble-down-stairs scenario including first-person camera view.
Usually players are not supposed to see themselves ragdolled but in this game this is going to be a bit different. Players have a hidden stamina bar so it's possible they can get knocked unconscious for a short time as well as being on the receiving end of tranquilizer devices. Getting knocked out is not going to end the game and even triggers additional story parts but more I'll not say here

. Now I just have to put up some transition animations and putting this all in-game for a test-run. Should be fun to play around with ^.=.^