Yes, that looks like the split thigh setup! Maybe try making each part a different shade of the same color for clarity, helps.
Edit: Ah yes, I can see it now, the telltale sign is that the leg can rotate around the axis connecting the foot to the hip joint to align the knee.
This setup should give you a robust 3-DOF leg without the complexities and limitations of relying on a single joint. Most importantly, it aligns well with modern engineering practices.
It really makes you appreciate how powerful evolution is. It managed to independently arrive at the concept of ball-and-socket joints across a wide range of species: insects, reptiles, mammals, dinosaurs, and even fish.
Try running what I call the "Conservation of Momentum Test":it is an important Highly Recommended prerequisite, in my opinion

.
Place the body in a floating state (no gravity).
Move one limb, then let the system run freely for a while.
The body should not gain any significant angular or linear momentum over time. Ideally, it should remain stable. Some residual drift may occur due to numerical errors in arithmetic and integration (even when using high-quality methods like RK4 or implicit solvers, as Newton does), but the effect should be minimal.
This test is crucial for any serious simulation.
If your system leaks momentum, your controllers will behave erratically similar to those infamous YouTube videos where characters propel themselves by waving a single limb. Machine learning models, especially powerful ones, will exploit any flaw in your physics engine and produce bizarre, unnatural behavior—see this example:
https://www.youtube.com/watch?v=n0CpqzqzrooPeople often claim those engines are "industry standard," but in truth, they aren’t much better than older engines that used aggressive and highly inaccurate position correction kinematic method. They just hide the issue under the rug.
A proper physics simulation should be simple:
-apply external forces.
-calculate internal action reactions force and apply to the bodies
-then integrate.
-repeat.
there should not be hidden corrections or hacks.
As I’ve mentioned before, older versions of Newton may show momentum violations, when systems with closed DOF loops the LCP solver fails to converge. Even early 4.xx.
When that happens, joints may inject or remove momentum in ways that feel completely random.
that’s may not be a big problem for a game, of a real time may believe simulation.
But violation conservation of momentum is a serious flaw for anyone trying a realistic plausible Simulation and it is a hard thing to debug, except in cases like the test I mentioned.
but the results are very profound when broken, and you have no intuitive way to fix it.
This is why it is important you get the latest version, that go a long way to fix that problem.