Hey! I've been learning about terrain generation lately and I finally got my script to work, and then I had the thought of making a physics game, anyway, I need ragdolls for that, and I'm not really good with joints, so help is appreciated!
My script is:
function ragdoll(player)
local plr = game.Players[player]
local character = plr.Character
for _,motor in pairs(character:GetDescendants()) do
if motor:IsA("Motor6D") then
local at1 , at2 = Instance.new("Attachment", motor.Parent), Instance.new("Attachment", motor.Parent)
at1.Name = "one"
at2.Name = "two"
at1.CFrame = motor.Part0.CFrame
at2.CFrame = motor.Part1.CFrame
wait()
local joint = Instance.new("BallSocketConstraint", motor.Parent)
joint.Attachment0 = at1
joint.Attachment1 = at2
motor:Destroy()
joint.Visible = true -- Only for testing
end
end
end
game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
char.Humanoid.BreakJointsOnDeath = false
char.Humanoid.Died:Connect(function()
ragdoll(plr.Name)
print("Died")
end)
end)
end)
Now, it is making ball joints, but they just float above my character and do nothing, they actually make my character fall apart?
Like I said help is appreciated, Thank you!

4 comments
How about dont add any attachments and find the attachment in the part0 and part1 like motor.Part0:FindFirstChild(motor.Name.. "Attachment") or motor.Part0:FindFirstChild(motor.Name.."RigAttachment")
Do the exact same with part1 too
Ill try that thanks man
I gave you a example on answers