Dummy Collision issue [SOLVED]

I am trying to fling the dummy and ragdoll it, but the dummy’s arms and legs wont collide with each other or the floor.

I did try using collision groups but that didn’t help

-- Moudle Script
local Stun = {}
local Ignore = {}
local Debris = game:GetService("Debris")
local PhysicsService = game:GetService("PhysicsService")
local Players = game:GetService("Players")

PhysicsService:CreateCollisionGroup("Limbs")

PhysicsService:CollisionGroupSetCollidable("Default","Limbs",true)
PhysicsService:CollisionGroupSetCollidable("Limbs","Limbs",true)

function Stun:InflictStun(Character,stunTime)
	
	
	if not table.find(Ignore,Character) then
		table.insert(Ignore,Character)
	else
		return 
	end

	
	local Humanoid = Character:FindFirstChild("Humanoid")
	local charName = Character.Name
	
	Humanoid.RequiresNeck = false
	for i,v in pairs(Character:GetDescendants()) do
		if v:IsA("Motor6D") and v.Parent.Name ~= "HumanoidRootPart" then
			local Socket = Instance.new("BallSocketConstraint")
			local a1 = Instance.new("Attachment")
			local a2 = Instance.new("Attachment")
			a1.Parent = v.Part0
			a2.Parent = v.Part1
			Socket.Parent = v.Parent
			Socket.Attachment0 = a1
			Socket.Attachment1 = a2
			a1.CFrame = v.C0
			a2.CFrame = v.C1
			Socket.LimitsEnabled = true 
			Socket.TwistLimitsEnabled = true
			Debris:AddItem(v,0)
		end
	end
	for i,v in pairs(Character:GetDescendants()) do
		if v:IsA("BasePart") then
			PhysicsService:SetPartCollisionGroup(v,"Limbs")
			print("put in!")
		end
	end
	


	
	Humanoid.JumpPower = 0
	Humanoid.WalkSpeed = 0 
	
	
	wait(stunTime) 
	
	for i,v in pairs(Character:GetDescendants()) do
		for i,v in pairs(Character:GetDescendants()) do
			if v:IsA("BallSocketConstraint") then
				v.UpperAngle = 0
				v.TwistUpperAngle = 0
				v.TwistLowerAngle = 0
				local Joints = Instance.new("Motor6D",v.Parent)
				Joints.Part0 = v.Attachment0.Parent
				Joints.Part1 = v.Attachment1.Parent
				Joints.C0 = v.Attachment0.CFrame
				Joints.C1 = v.Attachment1.CFrame
				Debris:AddItem(v,0)
				wait()
			end
		end
		wait()
	end
	
	for i,v in pairs(Character:GetDescendants()) do
		if v:IsA("BasePart") then
			PhysicsService:RemoveCollisionGroup(v,"Limbs")
		end
	end
	
	Humanoid.JumpPower = 50
	Humanoid.WalkSpeed = 16
	Humanoid.RequiresNeck = true
	
	for i,v in pairs(Ignore) do
		if v.Name == charName then
			table.remove(Ignore,i)
		end
	end
	
end


return Stun

Any help would be appreciated!

robloxapp-20220712-2009597.wmv (2.1 MB)

collision groups are ruining everything, you have to make that limb collision group is able to collide with default collision group

How to do that, Didn’t I already do that?

PhysicsService:CollisionGroupSetCollidable("Default","Limbs",true)
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