currently the Ragdoll class creates the joints and sets the angular limits automatically.
it is dependent on the bone names a little.
Code:
if(Equal(rb.name,"Head") || Equal(rb.name,"Bip01_Head"))
{
if(Equal(rp.name,"Neck" ) || Equal(rb.name,"Bip01_Neck" ))_joints.New().createBodySpherical(rb.actor, rp.actor, sb.pos*_scale, sb.dir, DegToRad(30), DegToRad(35));
else _joints.New().createBodySpherical(rb.actor, rp.actor, sb.pos*_scale, sb.dir, DegToRad(50), DegToRad(40));
}else
if(Equal(rb.name,"Neck" ) || Equal(rb.name,"Bip01_Neck" ))_joints.New().createBodySpherical(rb.actor, rp.actor, sb.pos*_scale, sb.dir, DegToRad( 20), DegToRad( 5));else
if(Equal(rb.name,"ShoulderL") || Equal(rb.name,"Bip01_L_Clavicle"))_joints.New().createBodySpherical(rb.actor, rp.actor, sb.pos*_scale, sb.dir, DegToRad( 5), DegToRad( 5));else
if(Equal(rb.name,"ShoulderR") || Equal(rb.name,"Bip01_R_Clavicle"))_joints.New().createBodySpherical(rb.actor, rp.actor, sb.pos*_scale, sb.dir, DegToRad( 5), DegToRad( 5));else
if(Equal(rb.name,"ArmLU" ) || Equal(rb.name,"Bip01_L_UpperArm"))_joints.New().createBodySpherical(rb.actor, rp.actor, sb.pos*_scale, sb.dir, DegToRad( 80), DegToRad(30));else