Add force on Instantiated Ragdoll

Hello.

I want to make a cloned ragdoll fly by an explosion. I have an animated character and when it dies a ragdoll whit same bones position is cloned. So I can’t make the ragdoll fly when the explosion kills the character. I got this so far:
On char Script…

function Dead() {
var clone : Transform;
clone = Instantiate(ragDollClone, transform.position, transform.rotation);
CopyTransformPosition(transform, clone);
clone.rigidbody.AddForce(100.0 * (clone.rigidbody.position - _rocketPrefab.explosionPos));
Destroy (gameObject);
alreadyDead = true;
}

static function CopyTransformPosition (src: Transform, dst: Transform) {
	dst.position = src.position;
	dst.rotation = src.rotation;
	dst.gameObject.active = src.gameObject.active;
	for (var child: Transform in dst) {
		var curSrc = src.Find(child.name);
		if (curSrc) CopyTransformsRecurse(curSrc, child);
	}
} 

On rocket(Explosion) Script…

function OnCollisionEnter (collision : Collision) {
	var explosionOrigin : Vector3 = transform.position;
	var colliders : Collider[] = Physics.OverlapSphere (explosionOrigin, radius);
	
	for(var hit : Collider in colliders){
		if (hit.rigidbody){
			hit.rigidbody.AddExplosionForce(power, explosionOrigin, radius, explosiveLift, ForceMode.Impulse);
			explosionPos = explosionOrigin;
			Destroy(transform.gameObject);
				explosionDamage = (1/((hit.transform.position - explosionOrigin).sqrMagnitude))*160;
				hit.transform.SendMessage("ApplyDamage", explosionDamage, SendMessageOptions.DontRequireReceiver);
			
		}
	}
}

Thanks in advanced.

I’ve just figured it out.
I had to add the root joint to the script, some like:

clone.Find("Reference/Hips").rigidbody.AddForce((clone.Find("Reference/Hips").position - _rocketPrefab.explosionPos) * Mathf.Abs((1/(clone.Find("Reference/Hips").position - _rocketPrefab.explosionPos).sqrMagnitude))*120, ForceMode.Impulse);

It worked fine for me, character flies in opposite direction of explosion depending on its distance.

Hope it helps someone.