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- local plr = owner
- local char = plr.Character
- local normalanim = true
- local root = char.HumanoidRootPart
- local rootj = root.RootJoint
- local maincolor = BrickColor.new("Really black")
- local RS = char.Torso["Right Shoulder"]
- local LS = char.Torso["Left Shoulder"]
- local RH = char.Torso["Right Hip"]
- local LH = char.Torso["Left Hip"]
- local neck = char.Torso["Neck"]
- for _,v in pairs (char:children()) do
- if v:IsA("Part") and v.Name ~= "Head" then
- v.Transparency = 1
- if v:IsA("Part") then
- v.BrickColor = BrickColor.new("Really black")
- end
- end
- char.Head.BrickColor = BrickColor.new("Institutional white")
- char.Head.Transparency = 0.9
- char.Head.Mesh.Scale = Vector3.new(0.001, 0.001, 0.001)
- if v:IsA("Accessory") or v:IsA("Hat") or v:IsA("Hair") then
- v:Destroy()
- end
- end
- change = 1
- sine = 0
- Cos = math.cos
- leg1 = Instance.new("Part",char)
- leg1.Name = "Leg1"
- leg1.BrickColor = maincolor
- leg1.Size = Vector3.new(1, 7, 1)
- leg1.CanCollide = false
- leg1w = Instance.new("Weld",leg1)
- leg1w.Part0 = leg1
- leg1w.Part1 = root
- leg2 = Instance.new("Part",char)
- leg2.Name = "Leg2"
- leg2.BrickColor = maincolor
- leg2.Size = Vector3.new(1, 7, 1)
- leg2.CanCollide = false
- leg2w = Instance.new("Weld",leg1)
- leg2w.Part0 = leg2
- leg2w.Part1 = root
- leg3 = Instance.new("Part",char)
- leg3.Name = "Leg3"
- leg3.BrickColor = maincolor
- leg3.Size = Vector3.new(1, 7, 1)
- leg3.CanCollide = false
- leg3w = Instance.new("Weld",leg1)
- leg3w.Part0 = leg3
- leg3w.Part1 = root
- leg4 = Instance.new("Part",char)
- leg4.Name = "Leg4"
- leg4.BrickColor = maincolor
- leg4.Size = Vector3.new(1, 7, 1)
- leg4.CanCollide = false
- leg4w = Instance.new("Weld",leg1)
- leg4w.Part0 = leg4
- leg4w.Part1 = root
- leg5 = Instance.new("Part",char)
- leg5.Name = "Leg5"
- leg5.BrickColor = maincolor
- leg5.Size = Vector3.new(1, 7, 1)
- leg5.CanCollide = false
- leg5w = Instance.new("Weld",leg1)
- leg5w.Part0 = leg5
- leg5w.Part1 = root
- leg6 = Instance.new("Part",char)
- leg6.Name = "Leg6"
- leg6.BrickColor = maincolor
- leg6.Size = Vector3.new(1, 7, 1)
- leg6.CanCollide = false
- leg6w = Instance.new("Weld",leg1)
- leg6w.Part0 = leg6
- leg6w.Part1 = root
- leg7 = Instance.new("Part",char)
- leg7.Name = "Leg7"
- leg7.BrickColor = maincolor
- leg7.Size = Vector3.new(1, 7, 1)
- leg7.CanCollide = false
- leg7w = Instance.new("Weld",leg1)
- leg7w.Part0 = leg7
- leg7w.Part1 = root
- leg8 = Instance.new("Part",char)
- leg8.Name = "Leg8"
- leg8.BrickColor = maincolor
- leg8.Size = Vector3.new(1, 7, 1)
- leg8.CanCollide = false
- leg8w = Instance.new("Weld",leg1)
- leg8w.Part0 = leg8
- leg8w.Part1 = root
- ftors = Instance.new("Part",char)
- ftors.Name = "Tors"
- ftors.BrickColor = maincolor
- ftors.Size = Vector3.new(3, 1.5, 7.25)
- ftors.CanCollide = false
- torsw = Instance.new("Weld",ftors)
- torsw.Part0 = ftors
- torsw.Part1 = root
- for _,v in pairs (char:children()) do
- if v:IsA("Part") then
- v.Material = "SmoothPlastic"
- end
- end
- char.Humanoid.WalkSpeed = 10
- while game:GetService("RunService").Heartbeat:Wait() do
- if normalanim then
- sine = sine + change
- end
- local touchfloor = workspace:FindPartOnRay(Ray.new(char.HumanoidRootPart.CFrame.Position, ((CFrame.new(char.HumanoidRootPart.Position, char.HumanoidRootPart.Position - Vector3.new(0, 1, 0))).LookVector).Unit * 4), char)
- if char.HumanoidRootPart.Velocity.Magnitude > 1 and touchfloor then
- animpose = "Walking"
- elseif char.HumanoidRootPart.Velocity.Y > 0.5 and touchfloor == nil then
- animpose = "Jumping"
- elseif char.HumanoidRootPart.Velocity.Y < 0.5 and touchfloor == nil then
- animpose = "Falling"
- else
- animpose = "Idle"
- end
- if animpose == "Idle" and normalanim then
- torsw.C0 = torsw.C0:Lerp(CFrame.new(0, -3.25 + 0.1 * Cos(sine / 25), -0.5), 0.1)
- leg1w.C0 = leg1w.C0:Lerp(CFrame.new(-2.5, 0.25, 2) * CFrame.Angles(0, 0, -0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg2w.C0 = leg2w.C0:Lerp(CFrame.new(-2.5, 0.25, 0.5) * CFrame.Angles(0, 0, -0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg3w.C0 = leg3w.C0:Lerp(CFrame.new(-2.5, 0.25, -1) * CFrame.Angles(0, 0, -0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg4w.C0 = leg4w.C0:Lerp(CFrame.new(-2.5, 0.25, -2.5) * CFrame.Angles(0, 0, -0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg5w.C0 = leg5w.C0:Lerp(CFrame.new(2.5, 0.25, 2) * CFrame.Angles(0, 0, 0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg6w.C0 = leg6w.C0:Lerp(CFrame.new(2.5, 0.25, 0.5) * CFrame.Angles(0, 0, 0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg7w.C0 = leg7w.C0:Lerp(CFrame.new(2.5, 0.25, -1) * CFrame.Angles(0, 0, 0.2 + 0.05 * Cos(sine / 25)), 0.1)
- leg8w.C0 = leg8w.C0:Lerp(CFrame.new(2.5, 0.25, -2.5) * CFrame.Angles(0, 0,0.2 + 0.05 * Cos(sine / 25)), 0.1)
- elseif animpose == "Walking" and normalanim then
- torsw.C0 = torsw.C0:Lerp(CFrame.new(0, -3.25 + 0.1 * Cos(sine / 25), -0.5), 0.1)
- leg1w.C0 = leg1w.C0:Lerp(CFrame.new(-2, 0.25 + -0.25 * Cos(sine / 12), 2) * CFrame.Angles(0 + 0.25 * Cos(sine / 12), 0, 0), 0.1)
- leg2w.C0 = leg2w.C0:Lerp(CFrame.new(-2, 0.25 + 0.25 * Cos(sine / 12), -0.25) * CFrame.Angles(0 + -0.25 * Cos(sine / 12), 0, 0), 0.1)
- leg3w.C0 = leg3w.C0:Lerp(CFrame.new(-2, 0.25 + 1 * Cos(sine / 12), -1.75) * CFrame.Angles(0 + 0.25 * Cos(sine / 12), 0, 0), 0.1)
- leg4w.C0 = leg4w.C0:Lerp(CFrame.new(-2, 0.25 + -0 * Cos(sine / 12), -3.25) * CFrame.Angles(0 + -0.25 * Cos(sine / 12), 0, 0), 0.1)
- torsw.C0 = torsw.C0:Lerp(CFrame.new(0, -3.25 + 0.1 * Cos(sine / 25), -0.5), 0.1)
- leg5w.C0 = leg5w.C0:Lerp(CFrame.new(2, 0.25 + 0.25 * Cos(sine / 12), 1.5) * CFrame.Angles(0 + 0.25 * Cos(sine / 12), 0, 0), 0.1)
- leg6w.C0 = leg6w.C0:Lerp(CFrame.new(2, 0.25 + -0.25 * Cos(sine / 12), -0) * CFrame.Angles(0 + -0.25 * Cos(sine / 12), 0, 0), 0.1)
- leg7w.C0 = leg7w.C0:Lerp(CFrame.new(2, 0.25 + 0.25 * Cos(sine / 12), -1.25) * CFrame.Angles(0 + 0.25 * Cos(sine / 12), 0, 0), 0.1)
- leg8w.C0 = leg8w.C0:Lerp(CFrame.new(2, 0.25 + -0.25 * Cos(sine / 12), -2.5) * CFrame.Angles(0 + -0.25 * Cos(sine / 12), 0, 0), 0.1)
- elseif animpose == "Jumping" and normalanim then
- elseif animpose == "Falling" and normalanim then
- end
- end
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