Radgoll snaps back instead of keeping its velocity

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve?
    So, I have a vehicle which player has network ownership off when I crash (I got this part how I wanted it to be) the body falls apart smoothly and the humanoid dies which triggers a server script in the playerr character but the ragdoll isn’t smooth it keeps its velocity for a split sec and snaps back to the server position. I wanna keep it smooth I the client. (the player is sitting in a seat)

  2. What is the issue? Include screenshots / videos if possible!
    https://gyazo.com/3f398e22132de8e8e44bc13c56018b59

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I have done research but wasn’t to find a post that fixed my problem.

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!

The radgoll script inside character(Server)

hum.Died:Connect(function()
	hum.Sit=false
	local joints = char:GetDescendants()
	for _, joint in pairs(joints) do
		if joint:isA("Motor6D") and joint.Name ~= "Neck" then
			local socket = Instance.new("BallSocketConstraint", joint.Parent)
			local a0 = Instance.new("Attachment")
			local a1 = Instance.new("Attachment")
			socket.Attachment0 = a0
			socket.Attachment1 = a1

			a0.Parent = joint.Part0
			a1.Parent = joint.Part1

			a0.CFrame = joint.C0
			a1.CFrame = joint.C1

			socket.LimitsEnabled = true
			socket.TwistLimitsEnabled = true

			joint:Destroy()
		end
	end
end)

The local script that hendals the wrecking

local function wreck()
	if isWrecked==false then
		base.Parent.VehicleSeat.crash:Play()
		base.Parent.VehicleSeat:Destroy()
		plr.Character.Humanoid.Health=0
		
		for i, ppp in ipairs(base.Parent:GetDescendants()) do
			if ppp:IsA("WeldConstraint") then
				print("Destroy WWeld")
				ppp:Destroy()
			end
		end
		game.ReplicatedStorage.ramig:FireServer({"wreck"})
	end
	isWrecked=true
end

the remote script

	if data[1]=="wreck" and plr.Character and plr.Character.MyCar.Value then
		for i, ppp in ipairs(plr.Character.MyCar.Value:GetDescendants()) do
			if ppp:IsA("WeldConstraint") then
				print("Destroy WWeld")
				ppp:Destroy()
			end
		end
		plr.Character.MyCar.Value.VehicleSeat:Destroy()
		plr.Character.MyCar.Value=nil
	end

I don’t need you to post a script just explain to me how should I do it like this

set x inside local script–>destroy y in the server script–> and so on

Thanks for your attention :happy3: