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- wait();
- local char = game.Players.LocalPlayer.Character;
- local hrp = char.HumanoidRootPart.RootJoint;
- local torso = char.Torso;
- local ll = torso["Left Hip"];
- local rl = torso["Right Hip"];
- local ls = torso["Left Shoulder"];
- local rs = torso["Right Shoulder"];
- local n = torso.Neck;
- local welds = {ll,rl,ls,rs,n,hrp};
- local weldcfs = {};
- for _,v in pairs(welds) do
- weldcfs[v]={v.C0,0,v.C1};
- end
- local rst = game:GetService("RunService").RenderStepped;
- t = tick();
- for i = 1,15 do
- wait();
- hrp.C0=hrp.C0*CFrame.Angles(math.rad(-1*2),0,0);
- ll.C0=ll.C0*CFrame.Angles(0,0,math.rad(1*2));
- rl.C0 =rl.C0*CFrame.Angles(0,0,math.rad(-1*2));
- ls.C0 = ls.C0 *CFrame.Angles(math.rad(-1*2),0,math.rad(2*2));
- rs.C0 = rs.C0 *CFrame.Angles(math.rad(1*2),0,math.rad(-2*2));
- n.C0 = n.C0*CFrame.Angles(math.rad(-1*2),0,0);
- end
- for i = 1,20,1 do
- rst:wait();
- hrp.C0=hrp.C0*CFrame.Angles(math.rad(2*2),0,0);
- ll.C0=ll.C0*CFrame.Angles(0,0,math.rad(-1*2));
- rl.C0 =rl.C0*CFrame.Angles(0,0,math.rad(2*2));
- ls.C0 = ls.C0 *CFrame.Angles(math.rad(1*2),0,math.rad(1*2));
- rs.C0 = rs.C0 *CFrame.Angles(math.rad(-1*2),0,math.rad(-1*2));
- n.C0 = n.C0*CFrame.Angles(math.rad(1*2),0,0);
- end
- for _,v in pairs(welds) do
- weldcfs[v][2]=v.C0;
- end
- reverting = true;
- local i = 0;
- local function clamp(v,mi,ma)
- if v<mi then return mi elseif v>ma then return ma else return v end
- end
- while reverting do
- rst:wait();
- i=clamp(i+0.03,0,1);
- for _,v in pairs(weldcfs) do
- _.C0=v[2]:lerp(v[1],i);
- _.C1=v[3];
- end
- if i >= 1 then
- reverting=false;
- end
- end
- print(tick()-t);
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