Ragdoll Clone is Standing instead of Ragdolling

Hey! I saw someone else post the same issue 3 years ago, but he had no replies.
The post is called “Ragdoll script not working with character clones?”

Any reason why when I clone Character, the new ragdoll corpse stays standing? No replication issues.

I do notice that the HumanoidRootPart separates from the rest of the corpse.

-- On Death
		local function OnDeath()
			if DeathDebounce then return end
			DeathDebounce = true

			Humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
			Character.Archivable = true
			for i, v in pairs(Character:GetDescendants()) do
				if v:IsA("BasePart") then
					v.CanCollide = true

			-- Ragdoll
			Ragdoll(Character, Humanoid)

			task.wait(RespawnTime) -- Wait Respawn Time

			-- Create Corpse
			if Character.PrimaryPart then
				local Corpse = Character:Clone()
				local CorpseHead = Corpse:FindFirstChild("Head")
				Corpse.Name = Character.Name.."-Corpse"
				if CorpseHead then
					CorpseHead.CanCollide = true

				Corpse.Parent = workspace

			-- Make Sure Player Character doesn't Load Twice in a Row
			if not Player.Character or Player.Character:WaitForChild("Humanoid").Health <= 0 then

Could you show any sort of video and maybe the Ragdoll function?

You could also set the Corpse’s Motor6D A0 and A1 positions to the same as the ones in the actual Character.

1 Like

Actually the HumanoidRootParts are not separated on client or server. I think that was before when I tried ragdolling the corpse without ragdolling the character.

Here is Module of Ragdoll. This is the one used by Roblox in NPC’s like “NP-C 9000 Robots”

local CollectionService = game:GetService("CollectionService")
local Players = game:GetService("Players")

local RigTypes = require(script.RigTypes)

local RAGDOLLED_TAG = "__Ragdoll_Active"

local function ragdoll(model, humanoid)
	if CollectionService:HasTag(model, RAGDOLLED_TAG) then
	CollectionService:AddTag(model, RAGDOLLED_TAG)

	-- Turn into loose body:

	-- Instantiate BallSocketConstraints:
	local attachments = RigTypes.getAttachments(model, humanoid.RigType)
	for name, objects in pairs(attachments) do
		local parent = model:FindFirstChild(name)
		if parent then
			local constraint = Instance.new("BallSocketConstraint")
			constraint.Name = "RagdollBallSocketConstraint"
			constraint.Attachment0 = objects.attachment0
			constraint.Attachment1 = objects.attachment1
			constraint.LimitsEnabled = true
			constraint.UpperAngle = objects.limits.UpperAngle
			constraint.TwistLimitsEnabled = true
			constraint.TwistLowerAngle = objects.limits.TwistLowerAngle
			constraint.TwistUpperAngle = objects.limits.TwistUpperAngle
			constraint.Parent = parent

	-- Instantiate NoCollisionConstraints:
	local parts = RigTypes.getNoCollisions(model, humanoid.RigType)
	for _, objects in pairs(parts) do
		local constraint = Instance.new("NoCollisionConstraint")
		constraint.Name = "RagdollNoCollisionConstraint"
		constraint.Part0 = objects[1]
		constraint.Part1 = objects[2]
		constraint.Parent = objects[1]

	-- Destroy all regular joints:
	for _, motor in pairs(model:GetDescendants()) do
		if motor:IsA("Motor6D") then

return ragdoll

Strange how it’s not positioning itself at the character’s exact position (possibly due to the server assuming that the character is in a different place).

Anyways, have you attempted to set the Corpse’s position to the character’s position and anchoring its HumanoidRootPart?

Btw sorry for the late response

1 Like

that could work. I mean if I clone a corpse of character, then it should have the exact location of the character. I wouldn’t want to anchor the ragdoll, since i want them to be able to be interacted.

i think it has something to do with the corpse still having some link with the players character, that’s why it is standing. Ima try to figure out this link between clone and player character.


i just see more people with this same issue. I wish I could understand, I even set network owner to nil for the corpses parts and that didn’t help.


Set the corpse’s humanoid PlatformStand to true

1 Like

Either that, or change your Ragdoll’s HumanoidStateType to Physics, since PlatformStand will cause the limbs to fall through the ground (that is, if your ragdoll doesn’t use collision parts).

1 Like

Sadly yeah didn’t seem to work tried:

Corpse.Humanoid.PlatformStand = true

before parenting to workspace and after parenting to workspace.

Instead of making an interactive ragdoll, I just made them noncollidable and anchored:

				local Corpse = Character:Clone()
				Corpse.Name = Character.Name.."-Corpse"

				-- Anchor Corpse
				for i, v in pairs(Corpse:GetDescendants()) do
					if v:IsA("Script") then
					elseif v:IsA("BasePart") then
						v.Anchored = true
						v.CanCollide = false
						v.CollisionGroup = "IgnorePlayer"
				Corpse.Parent = workspace

This sucks that they can’t be interactive but it is what it is!