get paid to paste

FE Creeper

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

Pasted: Jan 29, 2022, 3:03:41 am
Views: 935