Getting bodyparts to rotate with hrp even if theyre all anchored(or other ideas)

hello people i need help on how to get bodyparts to rotate with the hrp even tho they all anchored
from beginning explanation - im anchoring all my bodyparts on the server then cloning my character on the client whilst making my real char invisible to keep the pose from when the player stopped then im tweening the clone hrp on the z axis angle

result i want is the following picture:
image

with the pose saved however obviously the bodyparts wont rotate with the hrp since motor6ds dont respond to anchored parts or wtv
but if i dont anchor them the rotation works as this pic shows:

image

but the pose is gone

i tried saving c0 and c1 of each motor6d and reapplying them on client but that didnt work so any ideas are welcome

nevermind fixed it
incase anyone encounters this the fix is still anchoring the bodyparts on server but then making an invisible part at the hrp’s cframe and then welding each bodypart to it using a weld constraint then unanchoring the bodypart after then spinning the invisible part instead of the hrp


		local p = Instance.new("Part")
		p.CanCollide = false 
		p.Anchored = true 
		p.Transparency = 1 
		p.Size = Vector3.new(1,1,1)
		p.CFrame = origin.HumanoidRootPart.CFrame
		p.Parent = workspace.Effects
		
        for i,v in pairs(char:GetDescendants()) do

			if v:IsA("BasePart")  then			
				local weld = Instance.new("WeldConstraint")
				weld.Part0 = p
				weld.Part1 = v 
				weld.Parent = v 
				
				v.Anchored = false 
			end
	
			tween(p,"Linear","InOut",2,{CFrame = p.CFrame * CFrame.Angles(0,0,math.rad(-180))})
		end

image
cheerz