game.Players.LocalPlayer.Character.Head.face:Remove() plr = game.Players.LocalPlayer char=game.Players.LocalPlayer.Character ct={} te=table.insert HumanDied=false for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") then te(ct,game:GetService("RunService").Heartbeat:connect(function() pcall(function() v.Velocity = Vector3.new(0,-30,0) sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999) game.Players.LocalPlayer.ReplicationFocus = workspace end) end)) end end function notify(t,tex,dur) game.StarterGui:SetCore("SendNotification", { Title = t; Text = tex; Duration = dur or 5; }) end local srv= game:GetService("RunService") fl=Instance.new('Folder',char);fl.Name='CWExtra' char.Archivable = true local reanim = char:Clone() reanim.Name='NexoPD' for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end --flinge = false penis=5.65 plr.Character=nil plr.Character=char char.Humanoid.AutoRotate=false char.Humanoid.WalkSpeed=0 char.Humanoid.JumpPower=0 char.Torso.Anchored = true notify('Nexo','Reanimating...Please wait '..penis..' seconds.') wait(penis) char.Torso.Anchored=false notify('Nexo','Reanimated..') char.Humanoid.Health=0 --reanim.Humanoid.AutoRotate=false reanim.Animate.Disabled = true reanim.Parent = fl reanim.HumanoidRootPart.CFrame = char.HumanoidRootPart.CFrame*CFrame.new(0,5,0) function create(part, parent, p, r) Instance.new("Attachment",part) Instance.new("AlignPosition",part) Instance.new("AlignOrientation",part) Instance.new("Attachment",parent) part.Attachment.Name = part.Name parent.Attachment.Name = part.Name part.AlignPosition.Attachment0 = part[part.Name] part.AlignOrientation.Attachment0 = part[part.Name] part.AlignPosition.Attachment1 = parent[part.Name] part.AlignOrientation.Attachment1 = parent[part.Name] parent[part.Name].Position = p or Vector3.new() part[part.Name].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 part.Massless=true 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.AlignOrientation.Attachment0 = part[part.Name] part.AlignPosition.Attachment1 = parent[part.Name] --part.AlignOrientation.Attachment1 = parent[part.Name] parent[part.Name].Position = p 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 part.Massless=true end for i,part in next, char:GetDescendants() do if part:IsA('BasePart') then te(ct,srv.RenderStepped:Connect(function() part.CanCollide=false end)) end end for i,part in next, char:GetDescendants() do if part:IsA('BasePart') then te(ct,srv.Stepped:Connect(function() part.CanCollide=false end)) end end for i,part in next, reanim:GetDescendants() do if part:IsA('BasePart') then te(ct,srv.RenderStepped:Connect(function() part.CanCollide=false end)) end end for i,part in next, reanim:GetDescendants() do if part:IsA('BasePart') then te(ct,srv.Stepped:Connect(function() part.CanCollide=false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('Accessory') then create(v.Handle,reanim[v.Name].Handle) end end --Pos(fhrp,reanim['Torso']) create(char['Head'],reanim['Head']) create(char['Torso'],reanim['Torso']) Pos(char['HumanoidRootPart'],reanim['Torso'],Vector3.new(0,0,0)) create(char['Right Arm'],reanim['Right Arm']) create(char['Left Arm'],reanim['Left Arm']) create(char['Right Leg'],reanim['Right Leg']) create(char['Left Leg'],reanim['Left Leg']) m = plr:GetMouse() local LVecPart = Instance.new("Part", fl) LVecPart.CanCollide = false LVecPart.Transparency = 1 te(ct,srv.RenderStepped:Connect(function() local lookVec = workspace.CurrentCamera.CFrame.lookVector local Root = reanim["HumanoidRootPart"] LVecPart.Position = Root.Position LVecPart.CFrame = CFrame.new(LVecPart.Position, Vector3.new(lookVec.X * 10000, lookVec.Y, lookVec.Z * 10000)) end)) wdown=false sdown=false adown=false ddown=false spacedown=false te(ct,m.Button1Down:Connect(function() click=true end)) te(ct,m.Button1Up:Connect(function() click=false end)) te(ct,m.KeyDown:Connect(function(e) if e ==' ' then spacedown=true end if e =='w' then wdown=true end if e =='s' then sdown=true end if e =='a' then adown=true end if e =='d' then ddown=true end end)) te(ct,m.KeyUp:Connect(function(e) if e ==' ' then spacedown=false end if e =='w' then wdown=false end if e =='s' then sdown=false end if e =='a' then adown=false end if e =='d' then ddown=false end end)) local function MoveClone(X,Y,Z) LVecPart.CFrame = LVecPart.CFrame * CFrame.new(-X,Y,-Z) reanim.Humanoid.WalkToPoint = LVecPart.Position end te(ct,srv.RenderStepped:Connect(function() if wdown==true then MoveClone(0,0,1e4) end if sdown==true then MoveClone(0,0,-1e4) end if adown==true then MoveClone(1e4,0,0) end if ddown==true then MoveClone(-1e4,0,0) end if spacedown==true then reanim.Humanoid.Jump=true end if wdown ~= true and adown ~= true and sdown ~= true and ddown ~= true then reanim.Humanoid.WalkToPoint = reanim.HumanoidRootPart.Position end end)) --reanim.HumanoidRootPart.RootJoint.Part1=nil workspace.CurrentCamera.CameraSubject = reanim.Humanoid reset=Instance.new('BindableEvent') te(ct,reset.Event:Connect(function() reanim:Destroy() HumanDied=true reanimated=false for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then v.Anchored=true end end hc=char.Humanoid:Clone() char.Humanoid:Destroy() hc.Parent=char game.Players:Chat('-re') for i,v in pairs(ct) do v:Disconnect() end game:GetService("StarterGui"):SetCore("ResetButtonCallback", true) reset:Remove() end)) game:GetService("StarterGui"):SetCore("ResetButtonCallback", reset) 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') function hatset(yes,part,c1,c0,nm) reanim[yes].Handle.AccessoryWeld.Part1=reanim[part] reanim[yes].Handle.AccessoryWeld.C1=c1 or CFrame.new() reanim[yes].Handle.AccessoryWeld.C0=c0 or CFrame.new()--3bbb322dad5929d0d4f25adcebf30aa5 if nm==true then noplsmesh(yes) end end --put the hat script converted below reanim = game.Players.LocalPlayer.Character.CWExtra.NexoPD 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(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0)) RS.C1 = CF(-0.5,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0)) LS.C1 = CF(0.5,0.5,0)*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)) Mode='1' mousechanger=game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k) if k == '1' then-- first mode Mode='1' elseif k == '2' then-- second mode Mode='2' end end) coroutine.wrap(function() while true do -- anim changer if HumanDied then mousechanger: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 == '1' then if Root.Velocity.Magnitude < 2 then -- idle NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(0.4+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),0.4+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-0.4+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),0.4+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.8+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.8+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) --idle clerp here elseif Root.Velocity.Magnitude < 20 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(0.4+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),0.4+0*math.cos(sine/13))*ANGLES(RAD(0+-15*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+5*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-0.4+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),0.4+0*math.cos(sine/13))*ANGLES(RAD(0+15*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+-5*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.8+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(0+15*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+-5*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.8+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(0+-15*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+5*math.cos(sine/13))),.3) --walk clerp here elseif Root.Velocity.Magnitude > 20 then -- run NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(0.4+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),0.4+0*math.cos(sine/13))*ANGLES(RAD(0+-15*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+5*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-0.4+0*math.cos(sine/13),-1.5+0*math.cos(sine/13),0.4+0*math.cos(sine/13))*ANGLES(RAD(0+15*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+-5*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(0.8+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(0+15*math.cos(sine/13)),RAD(-35+0*math.cos(sine/13)),RAD(0+-5*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-0.8+0*math.cos(sine/13),-1+0*math.cos(sine/13),-0.7+0*math.cos(sine/13))*ANGLES(RAD(0+-15*math.cos(sine/13)),RAD(35+0*math.cos(sine/13)),RAD(0+5*math.cos(sine/13))),.3) --run clerp here end elseif Mode == '2' then if Root.Velocity.y > 1 then -- jump NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(2+0*math.cos(sine/13),1+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-2+0*math.cos(sine/13),1+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) --jump clerp here elseif Root.Velocity.y < -1 then -- fall NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(2+0*math.cos(sine/13),1+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-2+0*math.cos(sine/13),1+0*math.cos(sine/13),-0.6+0*math.cos(sine/13))*ANGLES(RAD(150+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) --fall clerp here elseif Root.Velocity.Magnitude < 2 then -- idle NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(2+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-2+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) --idle clerp here elseif Root.Velocity.Magnitude < 20 then -- walk NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(2+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+-0.5*math.cos(sine/13))*ANGLES(RAD(0+25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-2+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0.5*math.cos(sine/13))*ANGLES(RAD(0+-25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) --walk clerp here elseif Root.Velocity.Magnitude > 20 then -- run NECK.C0 = NECK.C0:Lerp(CF(0+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) RJ.C0 = RJ.C0:Lerp(CF(0+0*math.cos(sine/20),0+0.05*math.cos(sine/20),0+0*math.cos(sine/20))*ANGLES(RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20)),RAD(0+0*math.cos(sine/20))),.3) RS.C0 = RS.C0:Lerp(CF(1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(25+0*math.cos(sine/13))),.3) LS.C0 = LS.C0:Lerp(CF(-1+0*math.cos(sine/13),0+0*math.cos(sine/13),0+0*math.cos(sine/13))*ANGLES(RAD(0+-25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(-25+0*math.cos(sine/13))),.3) RH.C0 = RH.C0:Lerp(CF(2+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+-0.5*math.cos(sine/13))*ANGLES(RAD(0+25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) LH.C0 = LH.C0:Lerp(CF(-2+0*math.cos(sine/13),-1+0*math.cos(sine/13),0+0.5*math.cos(sine/13))*ANGLES(RAD(0+-25*math.cos(sine/13)),RAD(0+0*math.cos(sine/13)),RAD(0+0*math.cos(sine/13))),.3) --run clerp here end end srv.RenderStepped:Wait() end end)() --Created using Nexo Animator