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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
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))
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 reanim.Humanoid.Jump then -- jump
--jump clerp here
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),-30+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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.y < -1 and reanim.Humanoid.Jump then -- fall
--fall clerp here
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),-30+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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 < 2 then -- idle
--idle clerp here
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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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
--walk clerp here
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),-30+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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 -- run
--run clerp here
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),-30+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(-50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+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+0.2*math.cos(sine/
10),0+0*math.cos(sine/10))*CFrame.Angles(math.rad(50+0*math.cos(sine/
10)),math.rad(0+0*math.cos(sine/10)),math.rad(0+0*math.cos(sine/10))),.2)
end
srv.RenderStepped:Wait()
end
end)()
--Created using Nexo Animator V4