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- print("walkanim8 by ASBF loaded")
- local Player = game.Players.LocalPlayer
- local Character = game.Workspace:WaitForChild(Player.Name)
- local Head = Character:WaitForChild("Head")
- local Torso = Character:WaitForChild("Torso")
- local LArm = Character:WaitForChild("Left Arm")
- local RArm = Character:WaitForChild("Right Arm")
- local LLeg = Character:WaitForChild("Left Leg")
- local RLeg = Character:WaitForChild("Right Leg")
- Character.Humanoid.WalkSpeed = 10
- local Weld = Instance.new("Weld",LArm)
- Weld.Part0 = LArm
- Weld.Part1 = Torso
- Weld.C0 = CFrame.new(1.5,0,0)
- local WeldR = Instance.new("Weld",RArm)
- WeldR.Part0 = RArm
- WeldR.Part1 = Torso
- WeldR.C0 = CFrame.new(-1.5,0,0)
- local WeldRL = Instance.new("Weld",RLeg)
- WeldRL.Part0 = RLeg
- WeldRL.Part1 = Torso
- WeldRL.C0 = CFrame.new(-0.5,2,0)
- local WeldLL = Instance.new("Weld",LLeg)
- WeldLL.Part0 = LLeg
- WeldLL.Part1 = Torso
- WeldLL.C0 = CFrame.new(0.5,2,0)
- local WeldT = Instance.new("Weld",Head)
- WeldT.Part0 = Head
- WeldT.Part1 = Torso
- WeldT.C0 = CFrame.new(0,-1.5,0)
- local RA = {
- CFrame.new(1.5,0,0.4) * CFrame.Angles(math.rad(-45),0,0),
- CFrame.new(1.5,0,-0.3) * CFrame.Angles(math.rad(45),0,0)
- }
- local LA = {
- CFrame.new(-1.5,0,-0.4) * CFrame.Angles(math.rad(45),0,0),
- CFrame.new(-1.5,0,0.3) * CFrame.Angles(math.rad(-45),0,0)
- }
- local RL = {
- CFrame.new(-0.5,2.2,-0.2) * CFrame.Angles(math.rad(-30),0,0),
- CFrame.new(-0.5,2,0.2) * CFrame.Angles(math.rad(30),0,0)
- }
- local LL = {
- CFrame.new(0.5,2,0.2) * CFrame.Angles(math.rad(30),0,0),
- CFrame.new(0.5,2.2,-0.2) * CFrame.Angles(math.rad(-30),0,0)
- }
- local T = {
- CFrame.new(0,-1.5,0) * CFrame.Angles(math.rad(0),0,0),
- CFrame.new(0,-1.5,0) * CFrame.Angles(math.rad(4),0,0)
- }
- local Target = RA[1]
- local rTarget = LA[1]
- local rlTarget = LA[1]
- local llTarget = LA[1]
- local TTarget = T[1]
- function Animation1()
- Target = RA[1]
- rTarget = LA[1]
- rlTarget = RL[1]
- llTarget = LL[1]
- TTarget = T[1]
- for i,v in pairs(RA,LA,RL,LL.T) do
- Target = RA[i]
- rTarget = LA[i]
- rlTarget = RL[i]
- llTarget = LL[i]
- TTarget = T[i]
- wait(0.3)
- end
- TTarget = T[1]
- Target = RA[1]
- rTarget = LA[1]
- rlTarget = RL[1]
- llTarget = LL[1]
- end
- --[[function Animation2()
- rTarget = Anim2[1]
- for r,v in pairs(Anim2) do
- rTarget = Anim2[2]
- wait(0.3)
- end
- rTarget = Anim2[1]
- end]]
- local Speed = 0.1
- wait(3)
- rs = game:GetService'RunService'.RenderStepped
- cam = workspace.CurrentCamera
- game:GetService("RunService").Stepped:connect(function()
- local vel = math.abs(Torso.Velocity.X) + math.abs(Torso.Velocity.Z)
- if vel > .5 then
- rs:wait()
- Weld.C0 = Weld.C0:lerp(Target,Speed)
- WeldR.C0 = WeldR.C0:lerp(rTarget,Speed)
- WeldRL.C0 = WeldRL.C0:lerp(rlTarget,Speed)
- WeldLL.C0 = WeldLL.C0:lerp(llTarget,Speed)
- WeldT.C0 = WeldT.C0:lerp(TTarget,Speed)
- else
- Weld.C0 = Weld.C0:lerp(CFrame.new(1.5,0,0),Speed)
- WeldR.C0 = WeldR.C0:lerp(CFrame.new(-1.5,0,0),Speed)
- WeldRL.C0 = WeldRL.C0:lerp(CFrame.new(-0.5,2,0),Speed)
- WeldLL.C0 = WeldLL.C0:lerp(CFrame.new(0.5,2,0),Speed)
- WeldT.C0 = WeldT.C0:lerp(CFrame.new(0,-1.5,0),Speed)
- end
- end)
- while wait() do
- Animation1()
- end
- --[[while wait() do
- Animation2()
- end]]
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