function MakeCharacter(Player, Scal) Asset = "http://www.roblox.com/asset/?id=" CA = CFrame.Angles CN = CFrame.new V3 = Vector3.new MR = math.rad MP = math.pi MRA = math.random MH = math.huge pose = "Standing" function Part(P, Anch, Coll, Tran, Ref, Col, Size, Name) local p = Instance.new("Part") p.TopSurface = 0 p.BottomSurface = 0 p.Transparency = Tran p.Reflectance = Ref p.CanCollide = Coll p.Anchored = Anch p.BrickColor = BrickColor.new(Col) p.formFactor = "Custom" p.Size = Size p.Name = Name p.Parent = P p.Locked = true p:BreakJoints() return p end function Weld(p0, p1, c0, c1, name) local mot = Instance.new("Motor6D") mot.C0 = c0 mot.C1 = c1 mot.Part0 = p0 mot.Part1 = p1 mot.Name = name mot.Parent = p0 return mot end Character = Player.Character function Make(Scale) local Char = Instance.new("Model") Char.Name = Player.Name local Torso = Part(Char, false, true, 0, 0, "Navy blue", V3(2*Scale, 1*Scale, 1*Scale), "Torso") local Torso2 = Part(Char, false, true, 0, 0, "Navy blue", V3(2.5*Scale, 1.5*Scale, 1.5*Scale), "Torso2") local Head = Part(Char, false, true, 0, 0, "Pastel brown", V3(1.2*Scale, 1.2*Scale, 1.2*Scale), "Head") Instance.new("SpecialMesh",Head) local Rarm = Part(Char, false, true, 0, 0, "Navy blue", V3(1.2*Scale, 1.4*Scale, 1.2*Scale), "Right Arm") Instance.new("SpecialMesh",Rarm) local Rhand = Part(Char, false, true, 0, 0, "Pastel brown", V3(1*Scale, 1.6*Scale, 1*Scale), "Right Hand") Instance.new("SpecialMesh",Rhand) local Larm = Part(Char, false, true, 0, 0, "Navy blue", V3(1.2*Scale, 1.4*Scale, 1.2*Scale), "Left Arm") Instance.new("SpecialMesh",Larm) local Lhand = Part(Char, false, true, 0, 0, "Pastel brown", V3(1*Scale, 1.6*Scale, 1*Scale), "Right Hand") Instance.new("SpecialMesh",Lhand) local Rleg = Part(Char, false, true, 0, 0, "Bright blue", V3(1*Scale, 1.4*Scale, 1*Scale), "Right Leg") Instance.new("SpecialMesh",Rleg) local Rleg2 = Part(Char, false, true, 0, 0, "Bright blue", V3(1*Scale, 1.2*Scale, 1*Scale), "Right Leg2") Instance.new("SpecialMesh",Rleg2) local Rleg3 = Part(Char, false, true, 0, 0, "Really black", V3(0.8*Scale, 0.6*Scale, 1.4*Scale), "Right Leg3") Instance.new("SpecialMesh",Rleg3).MeshType = "Sphere" local Lleg = Part(Char, false, true, 0, 0, "Bright blue", V3(1*Scale, 1.4*Scale, 1*Scale), "Left Leg") Instance.new("SpecialMesh",Lleg) local Lleg2 = Part(Char, false, true, 0, 0, "Bright blue", V3(1*Scale, 1.2*Scale, 1*Scale), "Left Leg2") Instance.new("SpecialMesh",Lleg2) local Lleg3 = Part(Char, false, true, 0, 0, "Really black", V3(0.8*Scale, 0.6*Scale, 1.4*Scale), "Left Leg3") Instance.new("SpecialMesh",Lleg3).MeshType = "Sphere" local TW = Weld(Torso, Torso2, CN(0, 0.5*Scale, 0), CN(0, -0.5*Scale, 0), "TorsoWeld") local Neck = Weld(Torso, Head, CN(0, 1.75*Scale, 0), CN(0, -0.6*Scale, 0), "Neck") local RAW = Weld(Torso2, Rarm, CN(1.5*Scale, 0.4*Scale, 0), CN(0, 0.5*Scale, 0) * CA(0, 0, MR(-20)), "Right Shoulder") local RHW = Weld(Rarm, Rhand, CN(0, -0.6*Scale, 0), CN(0, 0.5*Scale, 0) * CA(0, 0, MR(15)), "Right Handweld") local LAW = Weld(Torso2, Larm, CN(-1.5*Scale, 0.4*Scale, 0), CN(0, 0.5*Scale, 0) * CA(0, 0, MR(20)), "Left Shoulder") local LHW = Weld(Larm, Lhand, CN(0, -0.6*Scale, 0), CN(0, 0.5*Scale, 0) * CA(0, 0, MR(-15)), "Left Handweld") local RLW = Weld(Torso, Rleg, CN(-0.5*Scale, -0.5*Scale, 0), CN(0, 0.6*Scale, 0) * CA(0, 0, MR(10)), "Right Hip") local RLW2 = Weld(Rleg, Rleg2, CN(0, -0.6*Scale, 0), CN(0, 0.4*Scale, 0) * CA(0, 0, MR(-10)), "Right Hip2") local RFW = Weld(Rleg2, Rleg3, CN(0, -0.5*Scale, 0), CN(0, 0.2*Scale, 0.3*Scale), "Right Foot") local LLW = Weld(Torso, Lleg, CN(0.5*Scale, -0.5*Scale, 0), CN(0, 0.6*Scale, 0) * CA(0, 0, MR(-10)), "Left Hip") local LLW2 = Weld(Lleg, Lleg2, CN(0, -0.6*Scale, 0), CN(0, 0.4*Scale, 0) * CA(0, 0, MR(10)), "Left Hip2") local LFW = Weld(Lleg2, Lleg3, CN(0, -0.5*Scale, 0), CN(0, 0.2*Scale, 0.3*Scale), "Left Foot") local Hp = 100+((Scale-1)*150) local Hum = Instance.new("Humanoid", Char) Hum.MaxHealth = Hp Hum.Health = Hp Hum.Name = "Humanoid" Hum.WalkSpeed = 16 coroutine.resume(coroutine.create(function() for i = 1, 200 do wait() Hum.Health = Hp end end)) local Face = Instance.new("Decal",Head) Face.Face = "Front" Face.Texture = Asset..(13038247) Char.Parent = workspace Char:MakeJoints() Char:MoveTo(Character.Torso.Position + V3(MRA(-30,30), 0, MRA(-30,30))) Hum.Died:connect(function() local pos = Torso.Position wait(3) for i = 0, 1, 0.02 do for _,v in pairs(Char:children()) do if v:IsA("BasePart") then v.Transparency = i end end wait() end Char:remove() wait(2) Make(Scal) end) function Normal() RAW.C0 = CN(1.5*Scale, 0.4*Scale, 0) RHW.C0 = CN(0, -0.6*Scale, 0) LAW.C0 = CN(-1.5*Scale, 0.4*Scale, 0) LH.C0 = CN(0, -0.6*Scale, 0) RLW.C0 = CN(-0.5*Scale, -0.5*Scale, 0) RLW2.C0 = CN(0, -0.6*Scale, 0) LLW.C0 = CN(0.5*Scale, -0.5*Scale, 0) LLW2.C0 = CN(0, -0.6*Scale, 0) end function WalkAnim() for i = 0.25, 1, 0.25 do RAW.C0 = CN(1.5*Scale, 0.4*Scale, 0) * CA(MR(45*i), 0, 0) LAW.C0 = CN(-1.5*Scale, 0.4*Scale, 0) * CA(MR(-35*i), 0, 0) RHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(35*i), 0, 0) LHW.C0 = CN(0, -0.6*Scale, 0) RLW.C0 = CN(-0.5*Scale, -0.5*Scale, 0) * CA(MR(-30*i), 0, 0) RLW2.C0 = CN(0, -0.6*Scale, 0) LLW.C0 = CN(0.5*Scale, -0.5*Scale, 0) * CA(MR(35*i), 0, 0) LLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(-25*i), 0, 0) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CN(1.5*Scale, 0.4*Scale, 0) * CA(MR(45+10*i), 0, 0) LAW.C0 = CN(-1.5*Scale, 0.4*Scale, 0) * CA(MR(-35-10*i), 0, 0) RHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(35+10*i), 0, 0) LHW.C0 = CN(0, -0.6*Scale, 0) RLW.C0 = CN(-0.5*Scale, -0.5*Scale, 0) * CA(MR(-30-5*i), 0, 0) RLW2.C0 = CN(0, -0.6*Scale, 0) LLW.C0 = CN(0.5*Scale, -0.5*Scale, 0) * CA(MR(35+5*i), 0, 0) LLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(-25-5*i), 0, 0) wait() end for i = 0.13, 1, 0.13 do RAW.C0 = CN(1.5*Scale, 0.4*Scale, 0) * CA(MR(55-90*i), 0, 0) LAW.C0 = CN(-1.5*Scale, 0.4*Scale, 0) * CA(MR(-45+90*i), 0, 0) RHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(45-35*i), 0, 0) LHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(35*i), 0, 0) RLW.C0 = CN(-0.5*Scale, -0.5*Scale, 0) * CA(MR(-35+70*i), 0, 0) RLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(-25*i), 0, 0) LLW.C0 = CN(0.5*Scale, -0.5*Scale, 0) * CA(MR(40-70*i), 0, 0) LLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(-30+25*i), 0, 0) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CN(1.5*Scale, 0.4*Scale, 0) * CA(MR(-35-10*i), 0, 0) LAW.C0 = CN(-1.5*Scale, 0.4*Scale, 0) * CA(MR(45+10*i), 0, 0) RHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(10-10*i), 0, 0) LHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(35+10*i), 0, 0) RLW.C0 = CN(-0.5*Scale, -0.5*Scale, 0) * CA(MR(35+5*i), 0, 0) RLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(-25-5*i), 0, 0) LLW.C0 = CN(0.5*Scale, -0.5*Scale, 0) * CA(MR(-30-5*i), 0, 0) LLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(5-5*i), 0, 0) wait() end for i = 0.25, 1, 0.25 do RAW.C0 = CN(1.5*Scale, 0.4*Scale, 0) * CA(MR(-45+45*i), 0, 0) LAW.C0 = CN(-1.5*Scale, 0.4*Scale, 0) * CA(MR(55-55*i), 0, 0) RHW.C0 = CN(0, -0.6*Scale, 0) LHW.C0 = CN(0, -0.6*Scale, 0) * CA(MR(45-45*i), 0, 0) RLW.C0 = CN(-0.5*Scale, -0.5*Scale, 0) * CA(MR(40-40*i), 0, 0) RLW2.C0 = CN(0, -0.6*Scale, 0) * CA(MR(-30+30*i), 0, 0) LLW.C0 = CN(0.5*Scale, -0.5*Scale, 0) * CA(MR(-35+35*i), 0, 0) LLW2.C0 = CN(0, -0.6*Scale, 0) wait() end end coroutine.resume(coroutine.create(function() while true do wait() local vel = Torso.Velocity local pos = Torso.Position local t = Character.Torso local magn = (pos - t.Position).magnitude if magn > 10+(4*Scale) then Hum:MoveTo(t.Position + V3(MRA(-8-(3*Scale),8+(3*Scale)), 0, MRA(-8-(3*Scale),8+(3*Scale))), workspace.Base) end if (vel.magnitude >= 4) and (vel.Y < 4) and (vel.Y > -4) then pose = "Running" elseif (vel.magnitude < 4) and (vel.Y < 4) and (vel.Y > -4) then pose = "Standing" else pose = "Falling" end if pose == "Running" then WalkAnim() end end end)) end Make(Scal) end MakeCharacter(game.Players.Wolfwv, 1)