>>531360174
What kinds of characters or objects would it be for? You'd want to to start by deciding your level of realism and then decide which method you want to use for how the limbs actually move. Active ragdoll, target rotation with joints, torque based, force based, some kind of hybrid of these, etc.
Most of the time I use a hybrid approach but if its for something that doesn't require a lot of realism a simpler approach can be better