Ragdoll with Joints

I want to make ragdoll but with Joints. When player got hit, he will be ragdolled and after ( maybe 2 seconds) he stands up

Please try the Search button first. There are already many posts about making ragdoll effects that explain how to do it.

I have tried, didn’t find this

Also I have ragdoll script, but Idk how to make joints

local Character: Model = script.Parent
local Torso: BasePart = Character:WaitForChild("Torso")
local Humanoid: Humanoid = Character:FindFirstChildOfClass("Humanoid")

--> Necessary for Ragdolling to function properly
Character.Humanoid.BreakJointsOnDeath = false
Character.Humanoid.RequiresNeck = true --> If your are having issues with your character randomly dying then set this to false

--> Specific CFrame's I made for the best looking Ragdoll
local attachmentCFrames = {
	["Neck"] = {CFrame.new(0, 1, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1), CFrame.new(0, -0.5, 0, 0, -1, 0, 1, 0, -0, 0, 0, 1)},
	["Left Shoulder"] = {CFrame.new(-1.3, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1), CFrame.new(0.2, 0.75, 0, -1, 0, 0, 0, -1, 0, 0, 0, 1)},
	["Right Shoulder"] = {CFrame.new(1.3, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1), CFrame.new(-0.2, 0.75, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)},
	["Left Hip"] = {CFrame.new(-0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
	["Right Hip"] = {CFrame.new(0.5, -1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1), CFrame.new(0, 1, 0, 0, 1, -0, -1, 0, 0, 0, 0, 1)},
}

local ragdollInstanceNames = {
	["RagdollAttachment"] = true,
	["RagdollConstraint"] = true,
	["ColliderPart"] = true,
}

--> Used to trigger Ragdoll
local RagdollValue = Instance.new("BoolValue")
RagdollValue.Name = "IsRagdoll"
RagdollValue.Parent = Character

--> Used for anticheats to prevent flying Ragdolls from getting flagged, might be useful for you.
Character:SetAttribute("LastRag")
-------------------------------------------------------------------------------------------------

--> Allows for proper limb collisions
local function createColliderPart(part: BasePart)
	if not part then return end
	local rp = Instance.new("Part")
	rp.Name = "ColliderPart"
	rp.Size = part.Size/1.7
	rp.Massless = true			
	rp.CFrame = part.CFrame
	rp.Transparency = 1
	
	local wc = Instance.new("WeldConstraint")
	wc.Part0 = rp
	wc.Part1 = part
	
	wc.Parent = rp
	rp.Parent = part
end

--> Converts Motor6D's into BallSocketConstraints
function replaceJoints()
	for _, motor: Motor6D in pairs(Character:GetDescendants()) do
		if motor:IsA("Motor6D") then
			if not attachmentCFrames[motor.Name] then return end
			motor.Enabled = false;
			local a0, a1 = Instance.new("Attachment"), Instance.new("Attachment")
			a0.CFrame = attachmentCFrames[motor.Name][1]
			a1.CFrame = attachmentCFrames[motor.Name][2]

			a0.Name = "RagdollAttachment"
			a1.Name = "RagdollAttachment"

			createColliderPart(motor.Part1)

			local b = Instance.new("BallSocketConstraint")
			b.Attachment0 = a0
			b.Attachment1 = a1
			b.Name = "RagdollConstraint"
			
			b.Radius = 0.15
			b.LimitsEnabled = true
			b.TwistLimitsEnabled = false
			b.MaxFrictionTorque = 0
			b.Restitution = 0
			b.UpperAngle = 90
			b.TwistLowerAngle = -45
			b.TwistUpperAngle = 45

			if motor.Name == "Neck" then
				b.TwistLimitsEnabled = true
				b.UpperAngle = 45
				b.TwistLowerAngle = -70
				b.TwistUpperAngle = 70
			end
			
			a0.Parent = motor.Part0
			a1.Parent = motor.Part1
			b.Parent = motor.Parent
		end
	end
	
	Humanoid.AutoRotate = false --> Disabling AutoRotate prevents the Character rotating in first person or Shift-Lock
	Character:SetAttribute("LastRag", tick())
end

--> Destroys all Ragdoll made instances and re-enables the Motor6D's
function resetJoints()
	if Humanoid.Health < 1 then return end
	for _, instance in pairs(Character:GetDescendants()) do
		if ragdollInstanceNames[instance.Name] then
			instance:Destroy()
		end

		if instance:IsA("Motor6D") then
			instance.Enabled = true;
		end
	end
	
	Humanoid.AutoRotate = true
end

function Ragdoll(value: boolean)
	if value then replaceJoints() else resetJoints() end
end

-------------------------------------------------------------------------------------------------
--> Connect the Events
RagdollValue.Changed:Connect(Ragdoll)
Humanoid.Died:Once(function()
	RagdollValue.Value = true
end)

And this is client script

local Character: Model = script.Parent.Parent
local Torso: BasePart = Character:WaitForChild("Torso")
local Humanoid: Humanoid = Character:WaitForChild("Humanoid")
local RagdollValue: BoolValue = Character:WaitForChild("IsRagdoll")

local function push()
	Torso:ApplyImpulse(Torso.CFrame.LookVector * -100)
end

RagdollValue:GetPropertyChangedSignal("Value"):Connect(function()
	if (Humanoid.Health == 0) then --> Prevents OOF sound from playing twice thanks to @robloxdestroyer1035
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
		push()
		return
	end
	
	if RagdollValue.Value then
		Humanoid:ChangeState(Enum.HumanoidStateType.Ragdoll)
		Humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
		push()
	elseif not RagdollValue.Value then
		Humanoid:ChangeState(Enum.HumanoidStateType.GettingUp)
	end
end)

Humanoid.Died:Connect(push)

Search ragdoll with balljoints.