Ragdoll keeps forming a T-Shape

My game has a system where if you below a certain threshold of health, you get incapacitated and go into a ragdoll state. You also ragdoll upon death. While the ragdoll part works, the physics is the part that’s broken. The ragdoll slowly lifts its arms up to form a T. I genuinely have no idea why it’s doing this and it only stops when the ragdolled character is dead. Any help would be greatly appreciated

Humanoid:UnequipTools()
		Humanoid.PlatformStand = true
		RagdollFunctions.RagdollSocket(Torso, LeftArm, LimitsEnabled, TwistLimitsEnabled, FrictionTorque, Restitution, RightArm, LeftLeg, RightLeg, Head)
		RagdollFunctions.RagdollCollisions(LeftArm, ArmCollisionSize, RightArm, RightLeg, LegCollisionSize, LeftLeg, Head, HeadCollisionSize, Torso, TorsoCollisionSize)
		Torso["Left Hip"].Enabled = false
		Torso["Right Hip"].Enabled = false
		Torso["Right Shoulder"].Enabled = false
		Torso["Left Shoulder"].Enabled = false
		Torso["Neck"].Enabled = false
		Humanoid.AutoRotate = false

Ummmm, can you send a video pls?


At the end the bug is shown more clearly

Ummmm, I think that’s just physics, I don’t think that’s an issue. I’m pretty sure that if you go into popular ragdoll games and you just stand still and ragdoll you are likely to fall into the t shape that you are showing.

you can fix this by disabling the limbs collision and adding a cube box for each limb thats small or the same size as the limb which should fix this

I have experienced many kinds of ragdolls and im sure its an issue because it wouldnt lift its arm out of nowhere

try making the limbs not collidable with each other using PhysicsService or WIndow3DCollision Groups

It already does that, pretty sure it has something to do with the humanoid

I don’t think it has something to do with the limbs, because it stops whenever the EvaluateStateMachine is checked off

Even though EvaluateStateMachine off fixes it, it’s not very consistent. If anyone has any better fixes please let me know