I think you need to make it clearer what you want. Are you going to make the ragdoll mesh within code or load a boned mesh?
If you're making it in code then it would be much easier to keep each constraint/limb as a separate entity.
Firstly create a temp mesh for your limb. Note that you need to offset the z axis, and make sure the depth of the mesh = 1 for this to work.
LIMB = createsphere()
positionmesh LIMB,0,0,1
scalemesh LIMB,1,1,.5
Add a new field into the contraint type so that you can store a copy of LIMB. Then in the update constraint phase simply position this limb at the head verlet. Pointentity the limb to the tail verlet. Then scaleentity on the z axis only based on the entitydistance between the two verlets.
You may want to store a thickness variable in the contraint type so that you can have a wider head etc.. Just apply this when your scaling the entity ..
e.g. scaleentity c\limb, c\thickness, c\thickness, entitydistance(... )
If you're making it in code then it would be much easier to keep each constraint/limb as a separate entity.
Firstly create a temp mesh for your limb. Note that you need to offset the z axis, and make sure the depth of the mesh = 1 for this to work.
LIMB = createsphere()
positionmesh LIMB,0,0,1
scalemesh LIMB,1,1,.5
Add a new field into the contraint type so that you can store a copy of LIMB. Then in the update constraint phase simply position this limb at the head verlet. Pointentity the limb to the tail verlet. Then scaleentity on the z axis only based on the entitydistance between the two verlets.
You may want to store a thickness variable in the contraint type so that you can have a wider head etc.. Just apply this when your scaling the entity ..
e.g. scaleentity c\limb, c\thickness, c\thickness, entitydistance(... )