>>2818555You want a shape-retaining model that can be repositioned manually using handles and whose elements flail freely from movement or interaction. From that, it follows that you will need to weigh the body to bones that have physical rigids attached to them, which would be connected to each other with joints with little to no sliding.
1) Most premade models already have a rig of bodies that roughly replicates the shape of the mesh. If there isn't one, you will need to create rigids for bones. Study premade models to see how it's done.
2) You will probably want at least one handle for control, otherwise placing the body where you want it can be difficult.. A handle is an unweighed movable bone with a BONE TRACKING tiny rigid that should not collide with anything but will act as the anchor of the physical chain. The center or root bone, for example, but it must be the last in the bone chain before physics.
3) Make the other body rigids bone+physics, which might not be necessary for elements parented to physics if you don't need them to flail on their own. Having them in the physics mode can cause issues. Carefully define non-collision groups for elements that should pass through each other; you will want to prevent colliding with the handle and other invisible parts, as well as arms clipping through the body, but you also don't want to cause unnecessary jitter if colliding rigids touch by default. The optimal way to prevent jitter is by shortening rigids rather than setting them to non-collision. Group 16 is the floor, you'll probably want it to stay on.
4) Connect every physical rigid into a single network with joints that originates from the NON-PHYSICAL handle. (I think it's better to go from top to bottom along with gravity.) Set joint limits carefully or daringly high in all fields, depending on what you want: a true ragdoll or a living unconscious person, whose legs shouldn't be rotating in 6DOF.
Samples:
https://tstorage.info/ak7d72ywgrzh