are you using unity animation rigging or any jiggle physics?
It uses a regular skinned mesh rendered skinned to an armature, but the joints are kinematic rigidbodies simulated with a spring damper model. I have implemented the latter from scratch to have full control over how it behaves. Only when it goes into ragdoll, I let Unity’s physics engine take over. I will be experimenting in the future on how to have it seamlessly interact with external forces, so that I can feed them into the spring simulation.