Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
122 views7 pages

Roblox Script: Character Fling and Animation

The document contains code for a Roblox character animation script. It sets up variables and functions for animating the character and attaching accessories. It also contains code for arm flinging, noclipping parts, and resetting the character if it dies.

Uploaded by

rafael fernando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
122 views7 pages

Roblox Script: Character Fling and Animation

The document contains code for a Roblox character animation script. It sets up variables and functions for animating the character and attaching accessories. It also contains code for arm flinging, noclipping parts, and resetting the character if it dies.

Uploaded by

rafael fernando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 7

clickfling = true -- set this to false if u dont want click fling or use torso

fling

function rmesh(a)
if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh')
or workspace[game.Players.LocalPlayer.Name]
[a].Handle:FindFirstChild('SpecialMesh')) then return end
old=game.Players.LocalPlayer.Character
game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
for i,v in next,
workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants()
do
if v:IsA('Mesh') or v:IsA('SpecialMesh') then
v:Remove()
end
end
for i = 1 , 2 do
game.Players.LocalPlayer.Character=old
end
end

local plr = game.Players.LocalPlayer local char = plr.Character local srv =


game:GetService('RunService') local ct = {} local te = table.insert local m =
plr:GetMouse() if char:FindFirstChild('Pal Hair') then else return end
_G.Jitter=Vector3.new(0,30,0) for i,v in next,
game:GetService("Players").LocalPlayer.Character:GetDescendants() do if
v:IsA("BasePart") and v.Name ~= 'HumanoidRootPart' then
bf=Instance.new('BodyForce',v) bf.Force=Vector3.new(50,50,50)
te(ct,game:GetService("RunService").Heartbeat:connect(function() pcall(function()
v.Velocity = _G.Jitter v.BodyForce.Force=Vector3.new(50,50,50)
game.Players.LocalPlayer.ReplicationFocus=workspace
sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",9e9) end) end)) end
end char.Archivable = true fl=Instance.new('Folder',char) fl.Name = 'ArmFling'
local reanim = char:Clone() char.Humanoid:ChangeState(16)
char.HumanoidRootPart:Destroy() for i,v in next,
char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove()
hats=0 function create(part, parent, p, r) hats=hats+1
Instance.new("Attachment",part) Instance.new("AlignPosition",part)
Instance.new("AlignOrientation",part) Instance.new("Attachment",parent)
part.Attachment.Name = part.Name..hats parent.Attachment.Name = part.Name..hats
part.AlignPosition.Attachment0 = part[part.Name..hats]
part.AlignOrientation.Attachment0 = part[part.Name..hats]
part.AlignPosition.Attachment1 = parent[part.Name..hats]
part.AlignOrientation.Attachment1 = parent[part.Name..hats]
parent[part.Name..hats].Position = p or Vector3.new()
part[part.Name..hats].Orientation = r or Vector3.new() part.AlignPosition.MaxForce
= 999999999 part.AlignPosition.MaxVelocity = math.huge
part.AlignPosition.ReactionForceEnabled = false part.AlignPosition.Responsiveness =
math.huge part.AlignOrientation.Responsiveness = math.huge
part.AlignPosition.RigidityEnabled = false part.AlignOrientation.MaxTorque =
999999999 end function Pos(part, parent, p) Instance.new("Attachment",part)
Instance.new("AlignPosition",part) Instance.new("Attachment",parent)
part.Attachment.Name = part.Name parent.Attachment.Name = part.Name
part.AlignPosition.Attachment0 = part[part.Name] part.AlignPosition.Attachment1 =
parent[part.Name] parent[part.Name].Position = p or Vector3.new()
part.AlignPosition.MaxForce = 999999999*10 part.AlignPosition.MaxVelocity =
math.huge part.AlignPosition.ReactionForceEnabled = false
part.AlignPosition.Responsiveness = math.huge part.AlignPosition.RigidityEnabled =
false end function nc(p) if p:IsA('BasePart') or p:IsA('Part') then
te(ct,srv.Stepped:Connect(function() p.CanCollide=false end))
te(ct,srv.RenderStepped:Connect(function() p.CanCollide=false end)) else
print('Cannot noclip '..p) end end function af() for i,v in next,
game.Players:GetDescendants() do if v:IsA('Player') and v.Name ~=
game.Players.LocalPlayer.Name then for _,c in next, v.Character:GetDescendants() do
if c:IsA('BasePart') and v.Parent== char then
noo=Instance.new('NoCollisionConstraint',c) noo.Part1=char['Torso'] noo.Part0=c
noo2=Instance.new('NoCollisionConstraint',c) noo2.Part1=char['Head'] noo2.Part0=c
end end end end end for i,v in next, reanim:GetDescendants() do if
v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end for i,v in
next, char:GetDescendants() do if v:IsA('BasePart') then nc(v) end end for i,v in
next, char:GetDescendants() do if v:IsA('Accessory') and v.Name ~= 'Pal Hair' then
v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end for i,v in
next, reanim:GetDescendants() do if v:IsA('BasePart') then nc(v) end end for i,v
in next, char:GetDescendants() do if v:IsA('Motor6D') and v.Name ~= 'Neck' then
v:Destroy() end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart')
and v.Name ~= 'Right Leg' and v.Name ~= 'Head' and v.Parent == char then
create(v,reanim[v.Name]) end end function flinger(p)
f=Instance.new('BodyAngularVelocity',p) f.P=9e9*10 f.AngularVelocity =
Vector3.new(9e9*10,9e9*10,9e9*10) f.MaxTorque=Vector3.new(9e9*10,0,0) return f end
Pos(char['Right Leg'],reanim['Torso']) fliiiin=flinger(char['Right Leg'])
char['Pal Hair'].Handle:BreakJoints() char['Pal Hair'].Handle.Mesh:Destroy()
create(char['Pal Hair'].Handle,reanim['Right
Leg'],Vector3.new(),Vector3.new(90,0,0)) reanim.Animate.Disabled=true
reanim.Parent=fl sh=false fp=Instance.new('Part',reanim) fp.Name='FlingPart'
fp.CanCollide=false fp.Transparency=1 if clickfling then
te(ct,m.Button1Down:Connect(function() sh=true end))
te(ct,m.Button1Up:Connect(function() sh=false end)) end
te(ct,srv.Heartbeat:Connect(function() m.TargetFilter=char if sh then
fp.CFrame=CFrame.new(m.Hit.p) char['Right Leg'].Position=fp.Position else
fp.CFrame=char.Torso.CFrame*CFrame.new(0,0,0) char['Right
Leg'].Position=fp.Position end end)) plr.Character=reanim
workspace.Camera.CameraSubject=reanim HumanDied=false
te(ct,reanim.Humanoid.Died:Connect(function() HumanDied=true fliiiin:Destroy()
reanim.HumanoidRootPart.Anchored=true old=reanim.HumanoidRootPart.CFrame
reanim.HumanoidRootPart.CFrame=old wait() reanim.HumanoidRootPart.CFrame=old
char.Humanoid:Destroy() Instance.new('Humanoid',char) plr.Character=char
char:BreakJoints() game.Players:Chat('-gr') for i,v in next, ct do v:Disconnect()
end end))

IT = Instance.new
CF = CFrame.new
VT = Vector3.new
RAD = math.rad
C3 = Color3.new
UD2 = UDim2.new
BRICKC = BrickColor.new
ANGLES = CFrame.Angles
EULER = CFrame.fromEulerAnglesXYZ
COS = math.cos
ACOS = math.acos
SIN = math.sin
ASIN = math.asin
ABS = math.abs
MRANDOM = math.random
FLOOR = math.floor

speed = 1
sine = 1
srv = game:GetService('RunService')

reanim = game.Players.LocalPlayer.Character

function hat(h,p,c1,c0,m)
reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or
CFrame.new(),1)
if m == true then
rmesh(h)
end
end
m=game.Players.LocalPlayer:GetMouse()
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso['Right Shoulder']
LS = reanim.Torso['Left Shoulder']
RH = reanim.Torso['Right Hip']
LH = reanim.Torso['Left Hip']
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))

-- for modes u can go in this link :


https://Nexo.notxeneon15.repl.co/nexo/modes.lua

coroutine.wrap(function()
while true do -- anim changer
if HumanDied then break end
sine = sine + speed
local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity *
Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity *
Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == 'normal man' or Mode == 'Normal' then
if reanim.Humanoid.Jump then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude < 20 then -- walk
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+30*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-30*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude > 20 then -- run
--run clerp here
end
end
srv.RenderStepped:Wait()
end
end)()

Mode = 'Normal'
mode=m.KeyDown:Connect(function(a)
if a == 'c' then
Mode = 'normal man'
end
if a == 'v' then
Mode = 'Crazy man'
end
end)

coroutine.wrap(function()
while true do -- anim changer
if HumanDied then mode:Disconnect() break end
sine = sine + speed
local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0),
Vector3.new(0, -2, 0))
local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity *
Root.CFrame.rightVector).Z
local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity *
Root.CFrame.lookVector).Z
if lookvector > reanim.Humanoid.WalkSpeed then
lookvector = reanim.Humanoid.WalkSpeed
end
if lookvector < -reanim.Humanoid.WalkSpeed then
lookvector = -reanim.Humanoid.WalkSpeed
end
if rightvector > reanim.Humanoid.WalkSpeed then
rightvector = reanim.Humanoid.WalkSpeed
end
if rightvector < -reanim.Humanoid.WalkSpeed then
rightvector = -reanim.Humanoid.WalkSpeed
end
local lookvel = lookvector / reanim.Humanoid.WalkSpeed
local rightvel = rightvector / reanim.Humanoid.WalkSpeed
if Mode == 'normal man' then
--First Mode--
if reanim.Humanoid.Jump then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude < 20 then -- walk
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+45*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+-45*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude > 20 then -- run
--run clerp here
end
-------------
elseif Mode == 'Crazy man' then
--Second Mode--
if reanim.Humanoid.Jump then -- jump
--jump clerp here
elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
--fall clerp here
elseif Root.Velocity.Magnitude < 2 then -- idle
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude < 20 then -- walk
NECK.C0=NECK.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(0+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RJ.C0=RJ.C0:Lerp(CFrame.new(0+0*math.cos(sine/10),-1+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(13.23+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
RS.C0=RS.C0:Lerp(CFrame.new(1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(601.64+0*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
LS.C0=LS.C0:Lerp(CFrame.new(-1.5+0*math.cos(sine/10),0.5+0.1*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(234.84+0*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
RH.C0=RH.C0:Lerp(CFrame.new(0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-17.34+50*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(5.58+0*math.cos(sine/10))),.2)
LH.C0=LH.C0:Lerp(CFrame.new(-0.5+0*math.cos(sine/10),-1+0*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-17.34+-50*math.cos(sine/
10)),math.rad(0+1280*math.cos(sine/10)),math.rad(-5.58+0*math.cos(sine/10))),.2)
elseif Root.Velocity.Magnitude > 20 then -- run
--run clerp here
end
--------------
end
srv.RenderStepped:Wait()
end
end)()
--Created using Nexo Animator V4 MADE BY REDMOON (SHOWCASE=CREDITS)

You might also like