Ragdoll character flings out in no gravity

my character flings out in no gravity, I think it’s because of humanoid’s ragdoll status, because I couldn’t move during my character fling out. But why? I even added anti humanoid ragdoll.

look at first scene of video, it flings upward because of standing after ragdoll
https://gyazo.com/3de6389050a8f64ecd3a90d496e557b0

no gravity script

local nogTarget = nil
		for _, v in pairs(game.Players:GetChildren()) do
			if v.Name == target then
				nogTarget = v
			end
		end
		if nogTarget ~= nil then
			for _, v in pairs(nogTarget.Character:GetDescendants()) do
				if v:IsA("BasePart") then
					local bodyForce = Instance.new("BodyForce")
					bodyForce.Force = Vector3.new(0, v:GetMass() * workspace.Gravity, 0)
					bodyForce.Parent = v
				end
			end
			local hmd = nogTarget.Character.Humanoid
			hmd:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
			hmd:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
		end

ragdoll script

gtarget.Character:FindFirstChildOfClass("Humanoid").RequiresNeck = false
			for _, w in pairs(gtarget.Character:GetDescendants()) do
				if w:IsA("Motor6D") then
					local connectBall = Instance.new("BallSocketConstraint")
					local atcm1 = Instance.new("Attachment")
					local atcm2 = Instance.new("Attachment")
					atcm1.Parent = w.Part0
					atcm2.Parent = w.Part1
					atcm1.CFrame = w.C0
					atcm2.CFrame = w.C1
					connectBall.Attachment0 = atcm1
					connectBall.Attachment1 = atcm2
					connectBall.LimitsEnabled = true
					connectBall.TwistLimitsEnabled = true
					connectBall.Parent = w.Parent
					w:Destroy()
				end
			end