The dummy fly away when i unachored uppertorso

I’m making a barrage vfx like this and i anchored every part in the dummy , but when i unachored and try again the dummy will fling away how should i fix it?

https://gyazo.com/0f46b172d3aa00d476e979562d6bc225

while wait(.1) do
	
	local Stand = script.Parent
	
	
	
	local function BarrageVFX()
		local LeftArm = Instance.new("Model", workspace)
		LeftArm.Name = "LeftArms"
		game.Debris:AddItem(LeftArm,.2)
		local LeftHand = Stand.LeftHand:Clone()
		LeftHand.Parent = LeftArm
		LeftHand.Name = "Hand"
		local LeftLower = Stand.LeftLowerArm:Clone()
		LeftLower.Parent = LeftArm
		LeftLower.Name = "Lower"
		local LeftArms = Stand.LeftUpperArm:Clone()
		LeftArms.Parent = LeftArm
		LeftArms.Name = "Arm"

		LeftArm.PrimaryPart = LeftArms
		LeftArm.PrimaryPart.Anchored = true
		LeftArm.PrimaryPart.CanCollide = false

		local weld1 = Instance.new("WeldConstraint", LeftArm.PrimaryPart)
		weld1.Part1 = LeftArms
		weld1.Part0 = LeftHand
		local weld1 = Instance.new("WeldConstraint", LeftArm.PrimaryPart)
		weld1.Part1 = LeftArms
		weld1.Part0 = LeftLower
		
		local Attachment1 = script.Effect.Attachment:Clone()
		Attachment1.Parent = LeftArms
		local Attachment2 = script.Effect.Attachment1:Clone()
		Attachment2.Parent = LeftArms
		local Trail = script.Effect.Trail:Clone()
		Trail.Parent = LeftArms
		Trail.Attachment1 = Attachment1
		Trail.Attachment0 = Attachment2
		
		local BarrageVFX = script.Effect.Barrage:Clone()
		BarrageVFX.Parent = LeftArms

		LeftArm.PrimaryPart.CFrame = Stand.HumanoidRootPart.CFrame *CFrame.new(math.random(-2,2),math.random(-2.5,2.5),1.5) * CFrame.Angles(math.rad(90),0,0)
		local MoveTween = game:GetService("TweenService"):Create(LeftArm.PrimaryPart, TweenInfo.new(.3), {CFrame = LeftArm.PrimaryPart.CFrame * CFrame.new(0,-15,0)})
		MoveTween:Play()
		
		for i, v in pairs(LeftArm:GetDescendants()) do
			if v:IsA("BasePart") then
				v.Transparency = 1
			elseif v.Name == "Aura" then
				v:Destroy()
			end
		end

		local RightArm = Instance.new("Model", workspace)
		RightArm.Name = "RightArms"
		game.Debris:AddItem(RightArm,.2)
		local RightHand = Stand.RightHand:Clone()
		RightHand.Parent = RightArm
		RightHand.Name = "Hands"
		local RightLower = Stand.RightLowerArm:Clone()
		RightLower.Parent = RightArm
		RightLower.Name = "Lowers"
		local RightArms = Stand.RightUpperArm:Clone()
		RightArms.Parent = RightArm
		RightArms.Name = "Arms"

		RightArm.PrimaryPart = RightArms
		RightArm.PrimaryPart.Anchored = true
		RightArm.PrimaryPart.CanCollide = false

		local weld1 = Instance.new("WeldConstraint", RightArm.PrimaryPart)
		weld1.Part1 = RightArms
		weld1.Part0 = RightHand
		local weld1 = Instance.new("WeldConstraint", RightArm.PrimaryPart)
		weld1.Part1 = RightArms
		weld1.Part0 = RightLower
		
		local Attachment1 = script.Effect.Attachment:Clone()
		Attachment1.Parent = RightArms
		local Attachment2 = script.Effect.Attachment1:Clone()
		Attachment2.Parent = RightArms
		local Trail = script.Effect.Trail:Clone()
		Trail.Parent = LeftArms
		Trail.Attachment1 = Attachment1
		Trail.Attachment0 = Attachment2
		
		local BarrageVFX = script.Effect.Barrage:Clone()
		BarrageVFX.Parent = RightArms

		RightArm.PrimaryPart.CFrame = Stand.HumanoidRootPart.CFrame *CFrame.new(math.random(-2,2),math.random(-2.5,2.5),1.5) * CFrame.Angles(math.rad(90),0,0)
		local MoveTween = game:GetService("TweenService"):Create(RightArm.PrimaryPart, TweenInfo.new(.3), {CFrame = RightArm.PrimaryPart.CFrame * CFrame.new(0,-15,0)})
		MoveTween:Play()
		
		for i, v in pairs(RightArm:GetDescendants()) do
			if v:IsA("BasePart") then
				v.Transparency = 1
			elseif v.Name == "Aura" then
				v:Destroy()
			end
		end
		
	end
	
	
	BarrageVFX()
	BarrageVFX()
end

Often times with humanoids, if you anchor then unanchor them while they are touching the ground they will go flying. Try moving the humanoid root part CFrame up 0.1 - 1 stud or so before you unanchor and see if that helps.