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- --[[ fix it yourself i dont have time to fix this shitty code
- btw its old version
- credits for 189hi#2022
- me for making backup shit
- ]]
- getgenv().Theme={
- Tab={
- Color = Color3.fromRGB(255,0,0)
- },
- Line={
- LeftColor = Color3.fromRGB(255,0,0),
- RightColor = Color3.fromRGB(255,0,0)
- },
- Toggle={
- LeftColor = Color3.fromRGB(255,0,0),
- RightColor = Color3.fromRGB(255,0,0)
- },
- Slider={
- LeftColor = Color3.fromRGB(255,0,0),
- RightColor = Color3.fromRGB(255,0,0)
- }
- }
- local lib = loadstring(game:HttpGet('https://raw.githubusercontent.com/anhwaivo/nexo-animator-mod/refs/heads/main/renuilib.lua'))()
- function rmesh(a)
- if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then notf('Nexo Animator V4','No mesh found.') return end
- old=game.Players.LocalPlayer.Character
- game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
- for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- for i = 1 , 2 do
- game.Players.LocalPlayer.Character=old
- end
- end
- local Head = {
- Position={
- X=0,
- Y=1,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- local Torso = {
- Position={
- X=0,
- Y=-1,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- local Right_Arm = {
- Position={
- X=1.5,
- Y=0.5,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- local Left_Arm = {
- Position={
- X=-1.5,
- Y=0.5,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- local Right_Leg = {
- Position={
- X=0.5,
- Y=-1,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- local Left_Leg = {
- Position={
- X=-0.5,
- Y=-1,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- Hat1CF = {
- Position={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- Rotation={
- X=0,
- Y=0,
- Z=0,
- XL=0,
- YL=0,
- ZL=0,
- SX=10,
- SY=10,
- SZ=10
- },
- C1={
- X=0,
- Y=0,
- Z=0
- },
- Type={
- PX='cos',
- PY='cos',
- PZ='cos',
- RX='cos',
- RY='cos',
- RZ='cos'
- }
- }
- function get()
- setclipboard(table.concat({[[
- NECK.C0=NECK.C0:Lerp(CFrame.new(]]..Head.Position.X..[[+]]..Head.Position.XL..[[*math.]]..Head.Type.PX..[[(sine/]]..Head.Position.SX..[[),]]..Head.Position.Y..[[+]]..Head.Position.YL..[[*math.]]..Head.Type.PY..[[(sine/]]..Head.Position.SY..[[),]]..Head.Position.Z..[[+]]..Head.Position.ZL..[[*math.]]..Head.Type.PZ..[[(sine/]]..Head.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Head.Rotation.X..[[+]]..Head.Rotation.XL..[[*math.]]..Head.Type.RX..[[(sine/]]..Head.Rotation.SX..[[)),math.rad(]]..Head.Rotation.Y..[[+]]..Head.Rotation.YL..[[*math.]]..Head.Type.RY..[[(sine/]]..Head.Rotation.SY..[[)),math.rad(]]..Head.Rotation.Z..[[+]]..Head.Rotation.ZL..[[*math.]]..Head.Type.RX..[[(sine/]]..Head.Rotation.SZ..[[))),.2)]],[[
- RJ.C0=RJ.C0:Lerp(CFrame.new(]]..Torso.Position.X..[[+]]..Torso.Position.XL..[[*math.]]..Torso.Type.PX..[[(sine/]]..Torso.Position.SX..[[),]]..Torso.Position.Y..[[+]]..Torso.Position.YL..[[*math.]]..Torso.Type.PY..[[(sine/]]..Torso.Position.SY..[[),]]..Torso.Position.Z..[[+]]..Torso.Position.ZL..[[*math.]]..Torso.Type.PZ..[[(sine/]]..Torso.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Torso.Rotation.X..[[+]]..Torso.Rotation.XL..[[*math.]]..Torso.Type.RX..[[(sine/]]..Torso.Rotation.SX..[[)),math.rad(]]..Torso.Rotation.Y..[[+]]..Torso.Rotation.YL..[[*math.]]..Torso.Type.RY..[[(sine/]]..Torso.Rotation.SY..[[)),math.rad(]]..Torso.Rotation.Z..[[+]]..Torso.Rotation.ZL..[[*math.]]..Torso.Type.RZ..[[(sine/]]..Torso.Rotation.SZ..[[))),.2)]],[[
- RS.C0=RS.C0:Lerp(CFrame.new(]]..Right_Arm.Position.X..[[+]]..Right_Arm.Position.XL..[[*math.]]..Right_Arm.Type.PX..[[(sine/]]..Right_Arm.Position.SX..[[),]]..Right_Arm.Position.Y..[[+]]..Right_Arm.Position.YL..[[*math.]]..Right_Arm.Type.PY..[[(sine/]]..Right_Arm.Position.SY..[[),]]..Right_Arm.Position.Z..[[+]]..Right_Arm.Position.ZL..[[*math.]]..Right_Arm.Type.PZ..[[(sine/]]..Right_Arm.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Right_Arm.Rotation.X..[[+]]..Right_Arm.Rotation.XL..[[*math.]]..Right_Arm.Type.RX..[[(sine/]]..Right_Arm.Rotation.SX..[[)),math.rad(]]..Right_Arm.Rotation.Y..[[+]]..Right_Arm.Rotation.YL..[[*math.]]..Right_Arm.Type.RY..[[(sine/]]..Right_Arm.Position.SY..[[)),math.rad(]]..Right_Arm.Rotation.Z..[[+]]..Right_Arm.Rotation.ZL..[[*math.]]..Right_Arm.Type.RZ..[[(sine/]]..Right_Arm.Rotation.SZ..[[))),.2)]],[[
- LS.C0=LS.C0:Lerp(CFrame.new(]]..Left_Arm.Position.X..[[+]]..Left_Arm.Position.XL..[[*math.]]..Left_Arm.Type.PX..[[(sine/]]..Left_Arm.Position.SX..[[),]]..Left_Arm.Position.Y..[[+]]..Left_Arm.Position.YL..[[*math.]]..Left_Arm.Type.PY..[[(sine/]]..Left_Arm.Position.SY..[[),]]..Left_Arm.Position.Z..[[+]]..Left_Arm.Position.ZL..[[*math.]]..Left_Arm.Type.PZ..[[(sine/]]..Left_Arm.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Left_Arm.Rotation.X..[[+]]..Left_Arm.Rotation.XL..[[*math.]]..Left_Arm.Type.RX..[[(sine/]]..Left_Arm.Position.SX..[[)),math.rad(]]..Left_Arm.Rotation.Y..[[+]]..Left_Arm.Rotation.YL..[[*math.]]..Left_Arm.Type.RY..[[(sine/]]..Left_Arm.Rotation.SY..[[)),math.rad(]]..Left_Arm.Rotation.Z..[[+]]..Left_Arm.Rotation.ZL..[[*math.]]..Left_Arm.Type.RZ..[[(sine/]]..Left_Arm.Rotation.SZ..[[))),.2)]],[[
- RH.C0=RH.C0:Lerp(CFrame.new(]]..Right_Leg.Position.X..[[+]]..Right_Leg.Position.XL..[[*math.]]..Right_Leg.Type.PX..[[(sine/]]..Right_Leg.Position.SX..[[),]]..Right_Leg.Position.Y..[[+]]..Right_Leg.Position.YL..[[*math.]]..Right_Leg.Type.PY..[[(sine/]]..Right_Leg.Position.SY..[[),]]..Right_Leg.Position.Z..[[+]]..Right_Leg.Position.ZL..[[*math.]]..Right_Leg.Type.PZ..[[(sine/]]..Right_Leg.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Right_Leg.Rotation.X..[[+]]..Right_Leg.Rotation.XL..[[*math.]]..Right_Leg.Type.RX..[[(sine/]]..Right_Leg.Rotation.SX..[[)),math.rad(]]..Right_Leg.Rotation.Y..[[+]]..Right_Leg.Rotation.YL..[[*math.]]..Right_Leg.Type.RY..[[(sine/]]..Right_Leg.Position.SY..[[)),math.rad(]]..Right_Leg.Rotation.Z..[[+]]..Right_Leg.Rotation.ZL..[[*math.]]..Right_Leg.Type.RZ..[[(sine/]]..Right_Leg.Rotation.SZ..[[))),.2)]],[[
- LH.C0=LH.C0:Lerp(CFrame.new(]]..Left_Leg.Position.X..[[+]]..Left_Leg.Position.XL..[[*math.]]..Left_Leg.Type.PX..[[(sine/]]..Left_Leg.Position.SX..[[),]]..Left_Leg.Position.Y..[[+]]..Left_Leg.Position.YL..[[*math.]]..Left_Leg.Type.PY..[[(sine/]]..Left_Leg.Position.SY..[[),]]..Left_Leg.Position.Z..[[+]]..Left_Leg.Position.ZL..[[*math.]]..Left_Leg.Type.PZ..[[(sine/]]..Left_Leg.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Left_Leg.Rotation.X..[[+]]..Left_Leg.Rotation.XL..[[*math.]]..Left_Leg.Type.RX..[[(sine/]]..Left_Leg.Position.SX..[[)),math.rad(]]..Left_Leg.Rotation.Y..[[+]]..Left_Leg.Rotation.YL..[[*math.]]..Left_Leg.Type.RY..[[(sine/]]..Left_Leg.Rotation.SY..[[)),math.rad(]]..Left_Leg.Rotation.Z..[[+]]..Left_Leg.Rotation.ZL..[[*math.]]..Left_Leg.Type.RZ..[[(sine/]]..Left_Leg.Rotation.SZ..[[))),.2)]]}
- ))
- end
- local window = lib:Window("Nexo Animator","V4")
- local main = window:Tab('Main')
- local hs = window:Tab('Head')
- local ts = window:Tab('Torso')
- local ras = window:Tab('Right Arm')
- local las = window:Tab('Left Arm')
- local rls = window:Tab('Right Leg')
- local lls = window:Tab('Left Leg')
- local hat1 = window:Tab('Hat')
- local cnvs = window:Tab('Converter')
- local htu = window:Tab('Guide',true)
- cos=math.cos
- sin=math.sin
- cf=CFrame.new
- angles=CFrame.Angles
- rad=math.rad
- htu:Label("No details")
- main:Label("Reanimates")
- main:Button("Simple",function()
- speed = 1
- hatsine = 1
- sine = 1
- HumanDied = false
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") then
- _G.netless=game:GetService("RunService").Heartbeat:connect(function()
- v.AssemblyLinearVelocity = Vector3.new(-30,0,0)
- sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
- sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)
- end)
- end
- end
- local plr = game.Players.LocalPlayer
- local char = plr.Character
- local srv = game:GetService('RunService')
- local ct = {}
- char.Archivable = true
- local reanim = char:Clone()
- reanim.Name = 'Nexo '..plr.Name..''
- fl=Instance.new('Folder',char) fl.Name ='Nexo'
- reanim.Animate.Disabled=true
- char.HumanoidRootPart:Destroy()
- char.Humanoid:ChangeState(16)
- for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do
- v:Stop()
- end
- char.Animate:Remove()
- 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 = 1e+35
- part.AlignPosition.MaxVelocity = 1e+35
- part.AlignPosition.ReactionForceEnabled = false
- part.AlignPosition.Responsiveness = 1e+35
- part.AlignOrientation.Responsiveness = 1e+35
- part.AlignPosition.RigidityEnabled = false
- part.AlignOrientation.MaxTorque = 1e+35
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('Accessory') then
- v.Handle:BreakJoints()
- create(v.Handle,reanim[v.Name].Handle)
- end
- end
- char.Torso['Left Shoulder']:Destroy()
- char.Torso['Right Shoulder']:Destroy()
- char.Torso['Left Hip']:Destroy()
- char.Torso['Right Hip']:Destroy()
- create(char['Torso'],reanim['Torso'])
- create(char['Left Arm'],reanim['Left Arm'])
- create(char['Right Arm'],reanim['Right Arm'])
- create(char['Left Leg'],reanim['Left Leg'])
- create(char['Right Leg'],reanim['Right Leg'])
- for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end
- reanim.Parent = fl
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.RenderStepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.RenderStepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.Stepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.Stepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- table.insert(ct,reanim.Humanoid.Died:Connect(function()
- plr.Character = char
- char:BreakJoints()
- reanim:Destroy()
- game.Players:Chat('-gr')
- _G.netless:Disconnect()
- HumanDied = true
- for _,v in pairs(ct) do v:Disconnect() end
- end))
- plr.Character = reanim
- workspace.CurrentCamera.CameraSubject = reanim.Humanoid
- RJ = reanim.HumanoidRootPart.RootJoint
- NECK = reanim.Torso.Neck
- RS = reanim.Torso['Right Shoulder']
- LS = reanim.Torso['Left Shoulder']
- RH = reanim.Torso['Right Hip']
- LH = reanim.Torso['Left Hip']
- RJ.C1 = cf(0,-1,0)*angles(rad(0),rad(0),rad(0))
- RJ.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
- NECK.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
- NECK.C1 = cf(0,-0.5,0)*angles(rad(0),rad(0),rad(0))
- RS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
- LS.C1 = cf(0,0.5,0)*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))
- while srv.RenderStepped:Wait() do
- sine=sine+speed
- if HumanDied then break end
- NECK.C0 = cf(Head.Position.X+Head.Position.XL*math[Head.Type.PX](sine/Head.Position.SX),Head.Position.Y+Head.Position.YL*math[Head.Type.PY](sine/Head.Position.SY),Head.Position.Z+Head.Position.ZL*math[Head.Type.PZ](sine/Head.Position.SZ))*angles(rad(Head.Rotation.X+Head.Rotation.XL*math[Head.Type.RX](sine/Head.Rotation.SX)),rad(Head.Rotation.Y+Head.Rotation.YL*math[Head.Type.RY](sine/Head.Rotation.SY)),rad(Head.Rotation.Z+Head.Rotation.ZL*math[Head.Type.RZ](sine/Head.Rotation.SZ)))
- RJ.C0 = cf(Torso.Position.X+Torso.Position.XL*math[Torso.Type.PX](sine/Torso.Position.SX),Torso.Position.Y+Torso.Position.YL*math[Torso.Type.PY](sine/Torso.Position.SY),Torso.Position.Z+Torso.Position.ZL*math[Torso.Type.PZ](sine/Torso.Position.SZ))*angles(rad(Torso.Rotation.X+Torso.Rotation.XL*math[Torso.Type.RX](sine/Torso.Rotation.SX)),rad(Torso.Rotation.Y+Torso.Rotation.YL*math[Torso.Type.RY](sine/Torso.Rotation.SY)),rad(Torso.Rotation.Z+Torso.Rotation.ZL*math[Torso.Type.RZ](sine/Torso.Rotation.SZ)))
- RS.C0 = cf(Right_Arm.Position.X+Right_Arm.Position.XL*math[Right_Arm.Type.PX](sine/Right_Arm.Position.SX),Right_Arm.Position.Y+Right_Arm.Position.YL*math[Right_Arm.Type.PY](sine/Right_Arm.Position.SY),Right_Arm.Position.Z+Right_Arm.Position.ZL*math[Right_Arm.Type.PZ](sine/Right_Arm.Position.SZ))*angles(rad(Right_Arm.Rotation.X+Right_Arm.Rotation.XL*math[Right_Arm.Type.RX](sine/Right_Arm.Rotation.SX)),rad(Right_Arm.Rotation.Y+Right_Arm.Rotation.YL*math[Right_Arm.Type.RY](sine/Right_Arm.Rotation.SY)),rad(Right_Arm.Rotation.Z+Right_Arm.Rotation.ZL*math[Right_Arm.Type.RZ](sine/Right_Arm.Rotation.SZ)))
- LS.C0 = cf(Left_Arm.Position.X+Left_Arm.Position.XL*math[Left_Arm.Type.PX](sine/Left_Arm.Position.SX),Left_Arm.Position.Y+Left_Arm.Position.YL*math[Left_Arm.Type.PY](sine/Left_Arm.Position.SY),Left_Arm.Position.Z+Left_Arm.Position.ZL*math[Left_Arm.Type.PZ](sine/Left_Arm.Position.SZ))*angles(rad(Left_Arm.Rotation.X+Left_Arm.Rotation.XL*math[Left_Arm.Type.RX](sine/Left_Arm.Rotation.SX)),rad(Left_Arm.Rotation.Y+Left_Arm.Rotation.YL*math[Left_Arm.Type.RY](sine/Left_Arm.Rotation.SY)),rad(Left_Arm.Rotation.Z+Left_Arm.Rotation.ZL*math[Left_Arm.Type.RZ](sine/Left_Arm.Rotation.SZ)))
- RH.C0 = cf(Right_Leg.Position.X+Right_Leg.Position.XL*math[Right_Leg.Type.PX](sine/Right_Leg.Position.SX),Right_Leg.Position.Y+Right_Leg.Position.YL*math[Right_Leg.Type.PY](sine/Right_Leg.Position.SY),Right_Leg.Position.Z+Right_Leg.Position.ZL*math[Right_Leg.Type.PZ](sine/Right_Leg.Position.SZ))*angles(rad(Right_Leg.Rotation.X+Right_Leg.Rotation.XL*math[Right_Leg.Type.RX](sine/Right_Leg.Rotation.SX)),rad(Right_Leg.Rotation.Y+Right_Leg.Rotation.YL*math[Right_Leg.Type.RY](sine/Right_Leg.Rotation.SY)),rad(Right_Leg.Rotation.Z+Right_Leg.Rotation.ZL*math[Right_Leg.Type.RZ](sine/Right_Leg.Rotation.SZ)))
- LH.C0 = cf(Left_Leg.Position.X+Left_Leg.Position.XL*math[Left_Leg.Type.PX](sine/Left_Leg.Position.SX),Left_Leg.Position.Y+Left_Leg.Position.YL*math[Left_Leg.Type.PY](sine/Left_Leg.Position.SY),Left_Leg.Position.Z+Left_Leg.Position.ZL*math[Left_Leg.Type.PZ](sine/Left_Leg.Position.SZ))*angles(rad(Left_Leg.Rotation.X+Left_Leg.Rotation.XL*math[Left_Leg.Type.RX](sine/Left_Leg.Rotation.SX)),rad(Left_Leg.Rotation.Y+Left_Leg.Rotation.YL*math[Left_Leg.Type.RY](sine/Left_Leg.Rotation.SY)),rad(Left_Leg.Rotation.Z+Left_Leg.Rotation.ZL*math[Left_Leg.Type.RZ](sine/Left_Leg.Rotation.SZ)))
- end
- end)
- main:Button('Torso Fling (Simple)',function()
- HumanDied = false
- speed = 1
- hatsine = 1
- sine = 1
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") and v.Name ~= 'Torso' and v.Name ~= 'Head' then
- _G.netless=game:GetService("RunService").Heartbeat:connect(function()
- v.Velocity = Vector3.new(-30,0,0)
- sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
- sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)
- end)
- end
- end
- local plr = game.Players.LocalPlayer
- local char = plr.Character
- local srv = game:GetService('RunService')
- local ct = {}
- char.Archivable = true
- local reanim = char:Clone()
- reanim.Name = 'Nexo '..plr.Name..''
- fl=Instance.new('Folder',char) fl.Name ='Nexo'
- reanim.Animate.Disabled=true
- char.HumanoidRootPart:Destroy()
- char.Humanoid:ChangeState(16)
- for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do
- v:Stop()
- end
- char.Animate:Remove()
- 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
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('Accessory') then
- v.Handle:BreakJoints()
- create(v.Handle,reanim[v.Name].Handle)
- end
- end
- char.Torso['Left Shoulder']:Destroy()
- char.Torso['Right Shoulder']:Destroy()
- char.Torso['Left Hip']:Destroy()
- char.Torso['Right Hip']:Destroy()
- create(char['Torso'],reanim['Torso'])
- create(char['Left Arm'],reanim['Left Arm'])
- create(char['Right Arm'],reanim['Right Arm'])
- create(char['Left Leg'],reanim['Left Leg'])
- create(char['Right Leg'],reanim['Right Leg'])
- for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end
- reanim.Parent = fl
- table.insert(ct,srv.Heartbeat:Connect(function()
- char.Torso.CFrame=reanim.Torso.CFrame
- char.Torso.Velocity=Vector3.new(40000,40000,0)
- end))
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.RenderStepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.RenderStepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.Stepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('BasePart') then
- table.insert(ct,srv.Stepped:Connect(function()
- v.CanCollide = false
- end))
- end
- end
- table.insert(ct,reanim.Humanoid.Died:Connect(function()
- plr.Character = char
- char:BreakJoints()
- reanim:Destroy()
- game.Players:Chat('-gr')
- _G.netless:Disconnect()
- HumanDied = true
- for _,v in pairs(ct) do v:Disconnect() end
- end))
- plr.Character = reanim
- workspace.CurrentCamera.CameraSubject = reanim.Humanoid
- RJ = reanim.HumanoidRootPart.RootJoint
- NECK = reanim.Torso.Neck
- RS = reanim.Torso['Right Shoulder']
- LS = reanim.Torso['Left Shoulder']
- RH = reanim.Torso['Right Hip']
- LH = reanim.Torso['Left Hip']
- RJ.C1 = cf(0,-1,0)*angles(rad(0),rad(0),rad(0))
- RJ.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
- NECK.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
- NECK.C1 = cf(0,-0.5,0)*angles(rad(0),rad(0),rad(0))
- RS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
- LS.C1 = cf(0,0.5,0)*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))
- while srv.RenderStepped:Wait() do
- sine=sine+speed
- if HumanDied then break end
- NECK.C0 = cf(Head.Position.X+Head.Position.XL*math[Head.Type.PX](sine/Head.Position.SX),Head.Position.Y+Head.Position.YL*math[Head.Type.PY](sine/Head.Position.SY),Head.Position.Z+Head.Position.ZL*math[Head.Type.PZ](sine/Head.Position.SZ))*angles(rad(Head.Rotation.X+Head.Rotation.XL*math[Head.Type.RX](sine/Head.Rotation.SX)),rad(Head.Rotation.Y+Head.Rotation.YL*math[Head.Type.RY](sine/Head.Rotation.SY)),rad(Head.Rotation.Z+Head.Rotation.ZL*math[Head.Type.RZ](sine/Head.Rotation.SZ)))
- RJ.C0 = cf(Torso.Position.X+Torso.Position.XL*math[Torso.Type.PX](sine/Torso.Position.SX),Torso.Position.Y+Torso.Position.YL*math[Torso.Type.PY](sine/Torso.Position.SY),Torso.Position.Z+Torso.Position.ZL*math[Torso.Type.PZ](sine/Torso.Position.SZ))*angles(rad(Torso.Rotation.X+Torso.Rotation.XL*math[Torso.Type.RX](sine/Torso.Rotation.SX)),rad(Torso.Rotation.Y+Torso.Rotation.YL*math[Torso.Type.RY](sine/Torso.Rotation.SY)),rad(Torso.Rotation.Z+Torso.Rotation.ZL*math[Torso.Type.RZ](sine/Torso.Rotation.SZ)))
- RS.C0 = cf(Right_Arm.Position.X+Right_Arm.Position.XL*math[Right_Arm.Type.PX](sine/Right_Arm.Position.SX),Right_Arm.Position.Y+Right_Arm.Position.YL*math[Right_Arm.Type.PY](sine/Right_Arm.Position.SY),Right_Arm.Position.Z+Right_Arm.Position.ZL*math[Right_Arm.Type.PZ](sine/Right_Arm.Position.SZ))*angles(rad(Right_Arm.Rotation.X+Right_Arm.Rotation.XL*math[Right_Arm.Type.RX](sine/Right_Arm.Rotation.SX)),rad(Right_Arm.Rotation.Y+Right_Arm.Rotation.YL*math[Right_Arm.Type.RY](sine/Right_Arm.Rotation.SY)),rad(Right_Arm.Rotation.Z+Right_Arm.Rotation.ZL*math[Right_Arm.Type.RZ](sine/Right_Arm.Rotation.SZ)))
- LS.C0 = cf(Left_Arm.Position.X+Left_Arm.Position.XL*math[Left_Arm.Type.PX](sine/Left_Arm.Position.SX),Left_Arm.Position.Y+Left_Arm.Position.YL*math[Left_Arm.Type.PY](sine/Left_Arm.Position.SY),Left_Arm.Position.Z+Left_Arm.Position.ZL*math[Left_Arm.Type.PZ](sine/Left_Arm.Position.SZ))*angles(rad(Left_Arm.Rotation.X+Left_Arm.Rotation.XL*math[Left_Arm.Type.RX](sine/Left_Arm.Rotation.SX)),rad(Left_Arm.Rotation.Y+Left_Arm.Rotation.YL*math[Left_Arm.Type.RY](sine/Left_Arm.Rotation.SY)),rad(Left_Arm.Rotation.Z+Left_Arm.Rotation.ZL*math[Left_Arm.Type.RZ](sine/Left_Arm.Rotation.SZ)))
- RH.C0 = cf(Right_Leg.Position.X+Right_Leg.Position.XL*math[Right_Leg.Type.PX](sine/Right_Leg.Position.SX),Right_Leg.Position.Y+Right_Leg.Position.YL*math[Right_Leg.Type.PY](sine/Right_Leg.Position.SY),Right_Leg.Position.Z+Right_Leg.Position.ZL*math[Right_Leg.Type.PZ](sine/Right_Leg.Position.SZ))*angles(rad(Right_Leg.Rotation.X+Right_Leg.Rotation.XL*math[Right_Leg.Type.RX](sine/Right_Leg.Rotation.SX)),rad(Right_Leg.Rotation.Y+Right_Leg.Rotation.YL*math[Right_Leg.Type.RY](sine/Right_Leg.Rotation.SY)),rad(Right_Leg.Rotation.Z+Right_Leg.Rotation.ZL*math[Right_Leg.Type.RZ](sine/Right_Leg.Rotation.SZ)))
- LH.C0 = cf(Left_Leg.Position.X+Left_Leg.Position.XL*math[Left_Leg.Type.PX](sine/Left_Leg.Position.SX),Left_Leg.Position.Y+Left_Leg.Position.YL*math[Left_Leg.Type.PY](sine/Left_Leg.Position.SY),Left_Leg.Position.Z+Left_Leg.Position.ZL*math[Left_Leg.Type.PZ](sine/Left_Leg.Position.SZ))*angles(rad(Left_Leg.Rotation.X+Left_Leg.Rotation.XL*math[Left_Leg.Type.RX](sine/Left_Leg.Rotation.SX)),rad(Left_Leg.Rotation.Y+Left_Leg.Rotation.YL*math[Left_Leg.Type.RY](sine/Left_Leg.Rotation.SY)),rad(Left_Leg.Rotation.Z+Left_Leg.Rotation.ZL*math[Left_Leg.Type.RZ](sine/Left_Leg.Rotation.SZ)))
- end
- end)
- main:Button('Leg Fling (Simple)',function()
- reanimated = true
- speed = 1
- hatsine = 1
- sine = 1
- local plr = game.Players.LocalPlayer
- local char = plr.Character
- local srv = game:GetService('RunService')
- local ct = {}
- local te = table.insert
- local m = plr:GetMouse()
- if char:FindFirstChild('Pal Hair') then else notf('Nexo','You need Pal Hair.','10') return end
- _G.Jitter=Vector3.new(0,30,0)
- for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
- if v:IsA("BasePart") and v.Name ~= 'HumanoidRootPart' then
- bf=Instance.new('BodyForce',v)
- bf.Force=Vector3.new(50,50,50)
- te(ct,game:GetService("RunService").Heartbeat:connect(function()
- pcall(function()
- v.Velocity = _G.Jitter
- v.BodyForce.Force=Vector3.new(50,50,50)
- game.Players.LocalPlayer.ReplicationFocus=workspace
- sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
- sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",9e9)
- end)
- end))
- end
- end
- char.Archivable = true
- fl=Instance.new('Folder',char) fl.Name = 'ArmFling'
- local reanim = char:Clone()
- char.Humanoid:ChangeState(16)
- char.HumanoidRootPart:Destroy()
- for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do
- v:Stop()
- end
- char.Animate:Remove()
- hats=0
- function create(part, parent, p, r)
- hats=hats+1
- Instance.new("Attachment",part)
- Instance.new("AlignPosition",part)
- Instance.new("AlignOrientation",part)
- Instance.new("Attachment",parent)
- part.Attachment.Name = part.Name..hats
- parent.Attachment.Name = part.Name..hats
- part.AlignPosition.Attachment0 = part[part.Name..hats]
- part.AlignOrientation.Attachment0 = part[part.Name..hats]
- part.AlignPosition.Attachment1 = parent[part.Name..hats]
- part.AlignOrientation.Attachment1 = parent[part.Name..hats]
- parent[part.Name..hats].Position = p or Vector3.new()
- part[part.Name..hats].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
- 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.AlignPosition.Attachment1 = parent[part.Name]
- parent[part.Name].Position = p or Vector3.new()
- part.AlignPosition.MaxForce = 999999999*10
- part.AlignPosition.MaxVelocity = math.huge
- part.AlignPosition.ReactionForceEnabled = false
- part.AlignPosition.Responsiveness = math.huge
- part.AlignPosition.RigidityEnabled = false
- end
- function nc(p)
- if p:IsA('BasePart') or p:IsA('Part') then
- te(ct,srv.Stepped:Connect(function()
- p.CanCollide=false
- end))
- te(ct,srv.RenderStepped:Connect(function()
- p.CanCollide=false
- end))
- else
- print('Cannot noclip '..p)
- end
- end
- function af()
- for i,v in next, game.Players:GetDescendants() do
- if v:IsA('Player') and v.Name ~= game.Players.LocalPlayer.Name then
- for _,c in next, v.Character:GetDescendants() do
- if c:IsA('BasePart') and v.Parent== char then
- noo=Instance.new('NoCollisionConstraint',c)
- noo.Part1=char['Torso']
- noo.Part0=c
- noo2=Instance.new('NoCollisionConstraint',c)
- noo2.Part1=char['Head']
- noo2.Part0=c
- end
- end
- end
- end
- end
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') or v:IsA('Decal') then
- v.Transparency = 1
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('BasePart') then
- nc(v)
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('Accessory') and v.Name ~= 'Pal Hair' then
- v.Handle:BreakJoints()
- create(v.Handle,reanim[v.Name].Handle)
- end
- end
- for i,v in next, reanim:GetDescendants() do
- if v:IsA('BasePart') then
- nc(v)
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('Motor6D') and v.Name ~= 'Neck' then
- v:Destroy()
- end
- end
- for i,v in next, char:GetDescendants() do
- if v:IsA('BasePart') and v.Name ~= 'Right Leg' and v.Name ~= 'Head' and v.Parent == char then
- create(v,reanim[v.Name])
- end
- end
- function flinger(p)
- f=Instance.new('BodyAngularVelocity',p)
- f.P=9e9*10
- f.AngularVelocity = Vector3.new(9e9*10,9e9*10,9e9*10)
- f.MaxTorque=Vector3.new(9e9*10,0,0)
- return f
- end
- Pos(char['Right Leg'],reanim['Torso'])
- fliiiin=flinger(char['Right Leg'])
- char['Pal Hair'].Handle:BreakJoints()
- char['Pal Hair'].Handle.Mesh:Destroy()
- create(char['Pal Hair'].Handle,reanim['Right Leg'],Vector3.new(),Vector3.new(90,0,0))
- reanim.Animate.Disabled=true
- reanim.Parent=fl
- sh=false
- fp=Instance.new('Part',reanim)
- fp.Name='FlingPart'
- fp.CanCollide=false
- fp.Transparency=1
- te(ct,m.Button1Down:Connect(function()
- sh=true
- end))
- te(ct,m.Button1Up:Connect(function()
- sh=false
- end))
- char = workspace[plr.Name]
- te(ct,srv.Heartbeat:Connect(function()
- m.TargetFilter=char
- if sh then
- fp.CFrame=CFrame.new(m.Hit.p)
- char['Right Leg'].Position=fp.Position
- else
- fp.CFrame=char.Torso.CFrame*CFrame.new(0,0,0)
- char['Right Leg'].Position=fp.Position
- end
- end))
- plr.Character=reanim
- workspace.Camera.CameraSubject=reanim
- HumanDied=false
- te(ct,reanim.Humanoid.Died:Connect(function()
- HumanDied=true
- fliiiin:Destroy()
- reanim.HumanoidRootPart.Anchored=true
- old=reanim.HumanoidRootPart.CFrame
- reanim.HumanoidRootPart.CFrame=old
- wait()
- reanim.HumanoidRootPart.CFrame=old
- char.Humanoid:Destroy()
- Instance.new('Humanoid',char)
- plr.Character=char
- char:BreakJoints()
- game.Players:Chat('-gr')
- for i,v in next, ct do v:Disconnect() end
- end))
- RJ = reanim.HumanoidRootPart.RootJoint
- NECK = reanim.Torso.Neck
- RS = reanim.Torso['Right Shoulder']
- LS = reanim.Torso['Left Shoulder']
- RH = reanim.Torso['Right Hip']
- LH = reanim.Torso['Left Hip']
- RJ.C1 = cf(0,-1,0)*angles(rad(0),rad(0),rad(0))
- RJ.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
- NECK.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
- NECK.C1 = cf(0,-0.5,0)*angles(rad(0),rad(0),rad(0))
- RS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
- LS.C1 = cf(0,0.5,0)*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))
- while srv.RenderStepped:Wait() do
- sine=sine+speed
- if HumanDied then break end
- NECK.C0 = cf(Head.Position.X+Head.Position.XL*math[Head.Type.PX](sine/Head.Position.SX),Head.Position.Y+Head.Position.YL*math[Head.Type.PY](sine/Head.Position.SY),Head.Position.Z+Head.Position.ZL*math[Head.Type.PZ](sine/Head.Position.SZ))*angles(rad(Head.Rotation.X+Head.Rotation.XL*math[Head.Type.RX](sine/Head.Rotation.SX)),rad(Head.Rotation.Y+Head.Rotation.YL*math[Head.Type.RY](sine/Head.Rotation.SY)),rad(Head.Rotation.Z+Head.Rotation.ZL*math[Head.Type.RZ](sine/Head.Rotation.SZ)))
- RJ.C0 = cf(Torso.Position.X+Torso.Position.XL*math[Torso.Type.PX](sine/Torso.Position.SX),Torso.Position.Y+Torso.Position.YL*math[Torso.Type.PY](sine/Torso.Position.SY),Torso.Position.Z+Torso.Position.ZL*math[Torso.Type.PZ](sine/Torso.Position.SZ))*angles(rad(Torso.Rotation.X+Torso.Rotation.XL*math[Torso.Type.RX](sine/Torso.Rotation.SX)),rad(Torso.Rotation.Y+Torso.Rotation.YL*math[Torso.Type.RY](sine/Torso.Rotation.SY)),rad(Torso.Rotation.Z+Torso.Rotation.ZL*math[Torso.Type.RZ](sine/Torso.Rotation.SZ)))
- RS.C0 = cf(Right_Arm.Position.X+Right_Arm.Position.XL*math[Right_Arm.Type.PX](sine/Right_Arm.Position.SX),Right_Arm.Position.Y+Right_Arm.Position.YL*math[Right_Arm.Type.PY](sine/Right_Arm.Position.SY),Right_Arm.Position.Z+Right_Arm.Position.ZL*math[Right_Arm.Type.PZ](sine/Right_Arm.Position.SZ))*angles(rad(Right_Arm.Rotation.X+Right_Arm.Rotation.XL*math[Right_Arm.Type.RX](sine/Right_Arm.Rotation.SX)),rad(Right_Arm.Rotation.Y+Right_Arm.Rotation.YL*math[Right_Arm.Type.RY](sine/Right_Arm.Rotation.SY)),rad(Right_Arm.Rotation.Z+Right_Arm.Rotation.ZL*math[Right_Arm.Type.RZ](sine/Right_Arm.Rotation.SZ)))
- LS.C0 = cf(Left_Arm.Position.X+Left_Arm.Position.XL*math[Left_Arm.Type.PX](sine/Left_Arm.Position.SX),Left_Arm.Position.Y+Left_Arm.Position.YL*math[Left_Arm.Type.PY](sine/Left_Arm.Position.SY),Left_Arm.Position.Z+Left_Arm.Position.ZL*math[Left_Arm.Type.PZ](sine/Left_Arm.Position.SZ))*angles(rad(Left_Arm.Rotation.X+Left_Arm.Rotation.XL*math[Left_Arm.Type.RX](sine/Left_Arm.Rotation.SX)),rad(Left_Arm.Rotation.Y+Left_Arm.Rotation.YL*math[Left_Arm.Type.RY](sine/Left_Arm.Rotation.SY)),rad(Left_Arm.Rotation.Z+Left_Arm.Rotation.ZL*math[Left_Arm.Type.RZ](sine/Left_Arm.Rotation.SZ)))
- RH.C0 = cf(Right_Leg.Position.X+Right_Leg.Position.XL*math[Right_Leg.Type.PX](sine/Right_Leg.Position.SX),Right_Leg.Position.Y+Right_Leg.Position.YL*math[Right_Leg.Type.PY](sine/Right_Leg.Position.SY),Right_Leg.Position.Z+Right_Leg.Position.ZL*math[Right_Leg.Type.PZ](sine/Right_Leg.Position.SZ))*angles(rad(Right_Leg.Rotation.X+Right_Leg.Rotation.XL*math[Right_Leg.Type.RX](sine/Right_Leg.Rotation.SX)),rad(Right_Leg.Rotation.Y+Right_Leg.Rotation.YL*math[Right_Leg.Type.RY](sine/Right_Leg.Rotation.SY)),rad(Right_Leg.Rotation.Z+Right_Leg.Rotation.ZL*math[Right_Leg.Type.RZ](sine/Right_Leg.Rotation.SZ)))
- LH.C0 = cf(Left_Leg.Position.X+Left_Leg.Position.XL*math[Left_Leg.Type.PX](sine/Left_Leg.Position.SX),Left_Leg.Position.Y+Left_Leg.Position.YL*math[Left_Leg.Type.PY](sine/Left_Leg.Position.SY),Left_Leg.Position.Z+Left_Leg.Position.ZL*math[Left_Leg.Type.PZ](sine/Left_Leg.Position.SZ))*angles(rad(Left_Leg.Rotation.X+Left_Leg.Rotation.XL*math[Left_Leg.Type.RX](sine/Left_Leg.Rotation.SX)),rad(Left_Leg.Rotation.Y+Left_Leg.Rotation.YL*math[Left_Leg.Type.RY](sine/Left_Leg.Rotation.SY)),rad(Left_Leg.Rotation.Z+Left_Leg.Rotation.ZL*math[Left_Leg.Type.RZ](sine/Left_Leg.Rotation.SZ)))
- end
- end)
- main:Label('Settings')
- main:DestroyGui()
- hs:Label('Position')
- hs:Slider("X",-90,90,tonumber(Head.Position.X),1,function(a)
- Head.Position.X = a
- end)
- hs:Slider("Y",-90,90,tonumber(Head.Position.Y),1,function(a)
- Head.Position.Y = a
- end)
- hs:Slider("Z",-90,90,tonumber(Head.Position.Z),1,function(a)
- Head.Position.Z = a
- end)
- hs:Slider("X [L]",-90,90,tonumber(Head.Position.XL),1,function(a)
- Head.Position.XL = a
- end)
- hs:Slider("Y [L]",-90,90,tonumber(Head.Position.YL),1,function(a)
- Head.Position.YL = a
- end)
- hs:Slider("Z [L]",-90,90,tonumber(Head.Position.ZL),1,function(a)
- Head.Position.ZL = a
- end)
- hs:Label('Rotation')
- hs:Slider("X",-1280,1280,tonumber(Head.Rotation.X),1,function(a)
- Head.Rotation.X = a
- end)
- hs:Slider("Y",-1280,1280,tonumber(Head.Rotation.Y),1,function(a)
- Head.Rotation.Y = a
- end)
- hs:Slider("Z",-1280,1280,tonumber(Head.Rotation.Z),1,function(a)
- Head.Rotation.Z = a
- end)
- hs:Slider("X [L]",-1280,1280,tonumber(Head.Rotation.XL),1,function(a)
- Head.Rotation.XL = a
- end)
- hs:Slider("Y [L]",-1280,1280,tonumber(Head.Rotation.YL),1,function(a)
- Head.Rotation.YL = a
- end)
- hs:Slider("Z [L]",-1280,1280,tonumber(Head.Rotation.ZL),1,function(a)
- Head.Rotation.ZL = a
- end)
- hs:Label('Sine Type')
- hs:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Head.Type.PX='cos'
- elseif a == true then
- Head.Type.PX='sin'
- end
- end)
- hs:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Head.Type.PY='cos'
- elseif a == true then
- Head.Type.PY='sin'
- end
- end)
- hs:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Head.Type.PZ='cos'
- elseif a == true then
- Head.Type.PZ='sin'
- end
- end)
- hs:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Head.Type.RX='cos'
- elseif a == true then
- Head.Type.RX='sin'
- end
- end)
- hs:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Head.Type.RY='cos'
- elseif a == true then
- Head.Type.RY='sin'
- end
- end)
- hs:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Head.Type.RZ='cos'
- elseif a == true then
- Head.Type.RZ='sin'
- end
- end)
- hs:Label('Speed')
- hs:Slider('PX',-1000,1000,tonumber(Head.Position.SX),1,function(a)
- Head.Position.SX = a
- end)
- hs:Slider('PY',-1000,1000,tonumber(Head.Position.SY),1,function(a)
- Head.Position.SY = a
- end)
- hs:Slider('PZ',-1000,1000,tonumber(Head.Position.SZ),1,function(a)
- Head.Position.SZ = a
- end)
- hs:Slider('RX',-1000,1000,tonumber(Head.Rotation.SX),1,function(a)
- Head.Rotation.SX = a
- end)
- hs:Slider('RY',-1000,1000,tonumber(Head.Rotation.SY),1,function(a)
- Head.Rotation.SY = a
- end)
- hs:Slider('RZ',-1000,1000,tonumber(Head.Rotation.SZ),1,function(a)
- Head.Rotation.SZ = a
- end)
- ts:Label('Position')
- ts:Slider("X",-90,90,tonumber(Torso.Position.X),1,function(a)
- Torso.Position.X = a
- end)
- ts:Slider("Y",-90,90,tonumber(Torso.Position.Y),1,function(a)
- Torso.Position.Y = a
- end)
- ts:Slider("Z",-90,90,tonumber(Torso.Position.Z),1,function(a)
- Torso.Position.Z = a
- end)
- ts:Slider("X [L]",-90,90,tonumber(Torso.Position.XL),1,function(a)
- Torso.Position.XL = a
- end)
- ts:Slider("Y [L]",-90,90,tonumber(Torso.Position.YL),1,function(a)
- Torso.Position.YL = a
- end)
- ts:Slider("Z [L]",-90,90,tonumber(Torso.Position.ZL),1,function(a)
- Torso.Position.ZL = a
- end)
- ts:Label('Rotation')
- ts:Slider("X",-1280,1280,tonumber(Torso.Rotation.X),1,function(a)
- Torso.Rotation.X = a
- end)
- ts:Slider("Y",-1280,1280,tonumber(Torso.Rotation.Y),1,function(a)
- Torso.Rotation.Y = a
- end)
- ts:Slider("Z",-1280,1280,tonumber(Torso.Rotation.Z),1,function(a)
- Torso.Rotation.Z = a
- end)
- ts:Slider("X [L]",-1280,1280,tonumber(Torso.Rotation.XL),1,function(a)
- Torso.Rotation.XL = a
- end)
- ts:Slider("Y [L]",-1280,1280,tonumber(Torso.Rotation.YL),1,function(a)
- Torso.Rotation.YL = a
- end)
- ts:Slider("Z [L]",-1280,1280,tonumber(Torso.Rotation.ZL),1,function(a)
- Torso.Rotation.ZL = a
- end)
- ts:Label('Sine Type')
- ts:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Torso.Type.PX='cos'
- elseif a == true then
- Torso.Type.PX='sin'
- end
- end)
- ts:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Torso.Type.PY='cos'
- elseif a == true then
- Torso.Type.PY='sin'
- end
- end)
- ts:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Torso.Type.PZ='cos'
- elseif a == true then
- Torso.Type.PZ='sin'
- end
- end)
- ts:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Torso.Type.RX='cos'
- elseif a == true then
- Torso.Type.RX='sin'
- end
- end)
- ts:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Torso.Type.RY='cos'
- elseif a == true then
- Torso.Type.RY='sin'
- end
- end)
- ts:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Torso.Type.RZ='cos'
- elseif a == true then
- Torso.Type.RZ='sin'
- end
- end)
- ts:Label('Speed')
- ts:Slider('PX',-1000,1000,tonumber(Torso.Position.SX),1,function(a)
- Torso.Position.SX = a
- end)
- ts:Slider('PY',-1000,1000,tonumber(Torso.Position.SY),1,function(a)
- Torso.Position.SY = a
- end)
- ts:Slider('PZ',-1000,1000,tonumber(Torso.Position.SZ),1,function(a)
- Torso.Position.SZ = a
- end)
- ts:Slider('RX',-1000,1000,tonumber(Torso.Rotation.SX),1,function(a)
- Torso.Rotation.SX = a
- end)
- ts:Slider('RY',-1000,1000,tonumber(Torso.Rotation.SY),1,function(a)
- Torso.Rotation.SY = a
- end)
- ts:Slider('RZ',-1000,1000,tonumber(Torso.Rotation.SZ),1,function(a)
- Torso.Rotation.SZ = a
- end)
- ras:Label('Position')
- ras:Slider("X",-90,90,tonumber(Right_Arm.Position.X),1,function(a)
- Right_Arm.Position.X = a
- end)
- ras:Slider("Y",-90,90,tonumber(Right_Arm.Position.Y),1,function(a)
- Right_Arm.Position.Y = a
- end)
- ras:Slider("Z",-90,90,tonumber(Right_Arm.Position.Z),1,function(a)
- Right_Arm.Position.Z = a
- end)
- ras:Slider("X [L]",-90,90,tonumber(Right_Arm.Position.XL),1,function(a)
- Right_Arm.Position.XL = a
- end)
- ras:Slider("Y [L]",-90,90,tonumber(Right_Arm.Position.YL),1,function(a)
- Right_Arm.Position.YL = a
- end)
- ras:Slider("Z [L]",-90,90,tonumber(Right_Arm.Position.ZL),1,function(a)
- Right_Arm.Position.ZL = a
- end)
- ras:Label('Rotation')
- ras:Slider("X",-1280,1280,tonumber(Right_Arm.Rotation.X),1,function(a)
- Right_Arm.Rotation.X = a
- end)
- ras:Slider("Y",-1280,1280,tonumber(Right_Arm.Rotation.Y),1,function(a)
- Right_Arm.Rotation.Y = a
- end)
- ras:Slider("Z",-1280,1280,tonumber(Right_Arm.Rotation.Z),1,function(a)
- Right_Arm.Rotation.Z = a
- end)
- ras:Slider("X [L]",-1280,1280,tonumber(Right_Arm.Rotation.XL),1,function(a)
- Right_Arm.Rotation.XL = a
- end)
- ras:Slider("Y [L]",-1280,1280,tonumber(Right_Arm.Rotation.YL),1,function(a)
- Right_Arm.Rotation.YL = a
- end)
- ras:Slider("Z [L]",-1280,1280,tonumber(Right_Arm.Rotation.ZL),1,function(a)
- Right_Arm.Rotation.ZL = a
- end)
- ras:Label('Sine Type')
- ras:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Right_Arm.Type.PX='cos'
- elseif a == true then
- Right_Arm.Type.PX='sin'
- end
- end)
- ras:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Right_Arm.Type.PY='cos'
- elseif a == true then
- Right_Arm.Type.PY='sin'
- end
- end)
- ras:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Right_Arm.Type.PZ='cos'
- elseif a == true then
- Right_Arm.Type.PZ='sin'
- end
- end)
- ras:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Right_Arm.Type.RX='cos'
- elseif a == true then
- Right_Arm.Type.RX='sin'
- end
- end)
- ras:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Right_Arm.Type.RY='cos'
- elseif a == true then
- Right_Arm.Type.RY='sin'
- end
- end)
- ras:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Right_Arm.Type.RZ='cos'
- elseif a == true then
- Right_Arm.Type.RZ='sin'
- end
- end)
- ras:Label('Speed')
- ras:Slider('PX',-1000,1000,tonumber(Right_Arm.Position.SX),1,function(a)
- Right_Arm.Position.SX = a
- end)
- ras:Slider('PY',-1000,1000,tonumber(Right_Arm.Position.SY),1,function(a)
- Right_Arm.Position.SY = a
- end)
- ras:Slider('PZ',-1000,1000,tonumber(Right_Arm.Position.SZ),1,function(a)
- Right_Arm.Position.SZ = a
- end)
- ras:Slider('RX',-1000,1000,tonumber(Right_Arm.Rotation.SX),1,function(a)
- Right_Arm.Rotation.SX = a
- end)
- ras:Slider('RY',-1000,1000,tonumber(Right_Arm.Rotation.SY),1,function(a)
- Right_Arm.Rotation.SY = a
- end)
- ras:Slider('RZ',-1000,1000,tonumber(Right_Arm.Rotation.SZ),1,function(a)
- Right_Arm.Rotation.SZ = a
- end)
- las:Label('Position')
- las:Slider("X",-90,90,tonumber(Left_Arm.Position.X),1,function(a)
- Left_Arm.Position.X = a
- end)
- las:Slider("Y",-90,90,tonumber(Left_Arm.Position.Y),1,function(a)
- Left_Arm.Position.Y = a
- end)
- las:Slider("Z",-90,90,tonumber(Left_Arm.Position.Z),1,function(a)
- Left_Arm.Position.Z = a
- end)
- las:Slider("X [L]",-90,90,tonumber(Left_Arm.Position.XL),1,function(a)
- Left_Arm.Position.XL = a
- end)
- las:Slider("Y [L]",-90,90,tonumber(Left_Arm.Position.YL),1,function(a)
- Left_Arm.Position.YL = a
- end)
- las:Slider("Z [L]",-90,90,tonumber(Left_Arm.Position.ZL),1,function(a)
- Left_Arm.Position.ZL = a
- end)
- las:Label('Rotation')
- las:Slider("X",-1280,1280,tonumber(Left_Arm.Rotation.X),1,function(a)
- Left_Arm.Rotation.X = a
- end)
- las:Slider("Y",-1280,1280,tonumber(Left_Arm.Rotation.Y),1,function(a)
- Left_Arm.Rotation.Y = a
- end)
- las:Slider("Z",-1280,1280,tonumber(Left_Arm.Rotation.Z),1,function(a)
- Left_Arm.Rotation.Z = a
- end)
- las:Slider("X [L]",-1280,1280,tonumber(Left_Arm.Rotation.XL),1,function(a)
- Left_Arm.Rotation.XL = a
- end)
- las:Slider("Y [L]",-1280,1280,tonumber(Left_Arm.Rotation.YL),1,function(a)
- Left_Arm.Rotation.YL = a
- end)
- las:Slider("Z [L]",-1280,1280,tonumber(Left_Arm.Rotation.ZL),1,function(a)
- Left_Arm.Rotation.ZL = a
- end)
- las:Label('Sine Type')
- las:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Left_Arm.Type.PX='cos'
- elseif a == true then
- Left_Arm.Type.PX='sin'
- end
- end)
- las:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Left_Arm.Type.PY='cos'
- elseif a == true then
- Left_Arm.Type.PY='sin'
- end
- end)
- las:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Left_Arm.Type.PZ='cos'
- elseif a == true then
- Left_Arm.Type.PZ='sin'
- end
- end)
- las:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Left_Arm.Type.RX='cos'
- elseif a == true then
- Left_Arm.Type.RX='sin'
- end
- end)
- las:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Left_Arm.Type.RY='cos'
- elseif a == true then
- Left_Arm.Type.RY='sin'
- end
- end)
- las:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Left_Arm.Type.RZ='cos'
- elseif a == true then
- Left_Arm.Type.RZ='sin'
- end
- end)
- las:Label('Speed')
- las:Slider('PX',-1000,1000,tonumber(Left_Arm.Position.SX),1,function(a)
- Left_Arm.Position.SX = a
- end)
- las:Slider('PY',-1000,1000,tonumber(Left_Arm.Position.SY),1,function(a)
- Left_Arm.Position.SY = a
- end)
- las:Slider('PZ',-1000,1000,tonumber(Left_Arm.Position.SZ),1,function(a)
- Left_Arm.Position.SZ = a
- end)
- las:Slider('RX',-1000,1000,tonumber(Left_Arm.Rotation.SX),1,function(a)
- Left_Arm.Rotation.SX = a
- end)
- las:Slider('RY',-1000,1000,tonumber(Left_Arm.Rotation.SY),1,function(a)
- Left_Arm.Rotation.SY = a
- end)
- las:Slider('RZ',-1000,1000,tonumber(Left_Arm.Rotation.SZ),1,function(a)
- Left_Arm.Rotation.SZ = a
- end)
- rls:Label('Position')
- rls:Slider("X",-90,90,tonumber(Right_Leg.Position.X),1,function(a)
- Right_Leg.Position.X = a
- end)
- rls:Slider("Y",-90,90,tonumber(Right_Leg.Position.Y),1,function(a)
- Right_Leg.Position.Y = a
- end)
- rls:Slider("Z",-90,90,tonumber(Right_Leg.Position.Z),1,function(a)
- Right_Leg.Position.Z = a
- end)
- rls:Slider("X [L]",-90,90,tonumber(Right_Leg.Position.XL),1,function(a)
- Right_Leg.Position.XL = a
- end)
- rls:Slider("Y [L]",-90,90,tonumber(Right_Leg.Position.YL),1,function(a)
- Right_Leg.Position.YL = a
- end)
- rls:Slider("Z [L]",-90,90,tonumber(Right_Leg.Position.ZL),1,function(a)
- Right_Leg.Position.ZL = a
- end)
- rls:Label('Rotation')
- rls:Slider("X",-1280,1280,tonumber(Right_Leg.Rotation.X),1,function(a)
- Right_Leg.Rotation.X = a
- end)
- rls:Slider("Y",-1280,1280,tonumber(Right_Leg.Rotation.Y),1,function(a)
- Right_Leg.Rotation.Y = a
- end)
- rls:Slider("Z",-1280,1280,tonumber(Right_Leg.Rotation.Z),1,function(a)
- Right_Leg.Rotation.Z = a
- end)
- rls:Slider("X [L]",-1280,1280,tonumber(Right_Leg.Rotation.XL),1,function(a)
- Right_Leg.Rotation.XL = a
- end)
- rls:Slider("Y [L]",-1280,1280,tonumber(Right_Leg.Rotation.YL),1,function(a)
- Right_Leg.Rotation.YL = a
- end)
- rls:Slider("Z [L]",-1280,1280,tonumber(Right_Leg.Rotation.ZL),1,function(a)
- Right_Leg.Rotation.ZL = a
- end)
- rls:Label('Sine Type')
- rls:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Right_Leg.Type.PX='cos'
- elseif a == true then
- Right_Leg.Type.PX='sin'
- end
- end)
- rls:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Right_Leg.Type.PY='cos'
- elseif a == true then
- Right_Leg.Type.PY='sin'
- end
- end)
- rls:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Right_Leg.Type.PZ='cos'
- elseif a == true then
- Right_Leg.Type.PZ='sin'
- end
- end)
- rls:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Right_Leg.Type.RX='cos'
- elseif a == true then
- Right_Leg.Type.RX='sin'
- end
- end)
- rls:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Right_Leg.Type.RY='cos'
- elseif a == true then
- Right_Leg.Type.RY='sin'
- end
- end)
- rls:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Right_Leg.Type.RZ='cos'
- elseif a == true then
- Right_Leg.Type.RZ='sin'
- end
- end)
- rls:Label('Speed')
- rls:Slider('PX',-1000,1000,tonumber(Right_Leg.Position.SX),1,function(a)
- Right_Leg.Position.SX = a
- end)
- rls:Slider('PY',-1000,1000,tonumber(Right_Leg.Position.SY),1,function(a)
- Right_Leg.Position.SY = a
- end)
- rls:Slider('PZ',-1000,1000,tonumber(Right_Leg.Position.SZ),1,function(a)
- Right_Leg.Position.SZ = a
- end)
- rls:Slider('RX',-1000,1000,tonumber(Right_Leg.Rotation.SX),1,function(a)
- Right_Leg.Rotation.SX = a
- end)
- rls:Slider('RY',-1000,1000,tonumber(Right_Leg.Rotation.SY),1,function(a)
- Right_Leg.Rotation.SY = a
- end)
- rls:Slider('RZ',-1000,1000,tonumber(Right_Leg.Rotation.SZ),1,function(a)
- Right_Leg.Rotation.SZ = a
- end)
- lls:Label('Position')
- lls:Slider("X",-90,90,tonumber(Left_Leg.Position.X),1,function(a)
- Left_Leg.Position.X = a
- end)
- lls:Slider("Y",-90,90,tonumber(Left_Leg.Position.Y),1,function(a)
- Left_Leg.Position.Y = a
- end)
- lls:Slider("Z",-90,90,tonumber(Left_Leg.Position.Z),1,function(a)
- Left_Leg.Position.Z = a
- end)
- lls:Slider("X [L]",-90,90,tonumber(Left_Leg.Position.XL),1,function(a)
- Left_Leg.Position.XL = a
- end)
- lls:Slider("Y [L]",-90,90,tonumber(Left_Leg.Position.YL),1,function(a)
- Left_Leg.Position.YL = a
- end)
- lls:Slider("Z [L]",-90,90,tonumber(Left_Leg.Position.ZL),1,function(a)
- Left_Leg.Position.ZL = a
- end)
- lls:Label('Rotation')
- lls:Slider("X",-1280,1280,tonumber(Left_Leg.Rotation.X),1,function(a)
- Left_Leg.Rotation.X = a
- end)
- lls:Slider("Y",-1280,1280,tonumber(Left_Leg.Rotation.Y),1,function(a)
- Left_Leg.Rotation.Y = a
- end)
- lls:Slider("Z",-1280,1280,tonumber(Left_Leg.Rotation.Z),1,function(a)
- Left_Leg.Rotation.Z = a
- end)
- lls:Slider("X [L]",-1280,1280,tonumber(Left_Leg.Rotation.XL),1,function(a)
- Left_Leg.Rotation.XL = a
- end)
- lls:Slider("Y [L]",-1280,1280,tonumber(Left_Leg.Rotation.YL),1,function(a)
- Left_Leg.Rotation.YL = a
- end)
- lls:Slider("Z [L]",-1280,1280,tonumber(Left_Leg.Rotation.ZL),1,function(a)
- Left_Leg.Rotation.ZL = a
- end)
- lls:Label('Sine Type')
- lls:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Left_Leg.Type.PX='cos'
- elseif a == true then
- Left_Leg.Type.PX='sin'
- end
- end)
- lls:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Left_Leg.Type.PY='cos'
- elseif a == true then
- Left_Leg.Type.PY='sin'
- end
- end)
- lls:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Left_Leg.Type.PZ='cos'
- elseif a == true then
- Left_Leg.Type.PZ='sin'
- end
- end)
- lls:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Left_Leg.Type.RX='cos'
- elseif a == true then
- Left_Leg.Type.RX='sin'
- end
- end)
- lls:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Left_Leg.Type.RY='cos'
- elseif a == true then
- Left_Leg.Type.RY='sin'
- end
- end)
- lls:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Left_Leg.Type.RZ='cos'
- elseif a == true then
- Left_Leg.Type.RZ='sin'
- end
- end)
- lls:Label('Speed')
- lls:Slider('PX',-1000,1000,tonumber(Left_Leg.Position.SX),1,function(a)
- Left_Leg.Position.SX = a
- end)
- lls:Slider('PY',-1000,1000,tonumber(Left_Leg.Position.SY),1,function(a)
- Left_Leg.Position.SY = a
- end)
- lls:Slider('PZ',-1000,1000,tonumber(Left_Leg.Position.SZ),1,function(a)
- Left_Leg.Position.SZ = a
- end)
- lls:Slider('RX',-1000,1000,tonumber(Left_Leg.Rotation.SX),1,function(a)
- Left_Leg.Rotation.SX = a
- end)
- lls:Slider('RY',-1000,1000,tonumber(Left_Leg.Rotation.SY),1,function(a)
- Left_Leg.Rotation.SY = a
- end)
- lls:Slider('RZ',-1000,1000,tonumber(Left_Leg.Rotation.SZ),1,function(a)
- Left_Leg.Rotation.SZ = a
- end)
- hats={}
- parts={}
- act={}
- te=table.insert
- for i,v in next, game.Players.LocalPlayer.Character:GetDescendants() do
- if v:IsA('Accessory') then
- table.insert(hats,v.Name)
- end
- end
- for i,v in next, game.Players.LocalPlayer.Character:GetChildren() do
- if v:IsA('BasePart') then
- table.insert(parts,v.Name)
- end
- end
- hat1sel=hats[1] or ""
- hat2sel=hats[2] or ""
- hat3sel=hats[3] or ""
- hat4sel=hats[4] or ""
- hat5sel=hats[5] or ""
- hat6sel=hats[6] or ""
- hat7sel=hats[7] or ""
- hat8sel=hats[8] or ""
- hat9sel=hats[9] or ""
- hat10sel=hats[10] or ""
- part1sel="Head"
- part2sel="Head"
- part3sel="Head"
- part4sel="Head"
- part5sel="Head"
- part6sel="Head"
- part7sel="Head"
- part8sel="Head"
- part9sel="Head"
- part10sel="Head"
- nmse1=false
- nmse2=false
- nmse3=false
- nmse4=false
- nmse5=false
- nmse6=false
- nmse7=false
- nmse8=false
- nmse9=false
- nmsel0=false
- hat1:Label('Hats/Parts Attach')
- h=hat1:Dropdown('Hat',hats,1,function(a)
- hat1sel=a
- end)
- hat1:Dropdown('Part',parts,1,function(a)
- part1sel=a
- end)
- hat1:Button('Remove Mesh',function()
- rmesh(hat1sel)
- nmse1=true
- end)
- hat1:Button('Debug',function()
- if game.Players.LocalPlayer.Character == workspace[game.Players.LocalPlayer.Name] then return end
- rm=game.Players.LocalPlayer.Character
- rm[hat1sel].Handle.AccessoryWeld.Part1=rm[part1sel]
- rm[hat1sel].Handle.AccessoryWeld.C1=CFrame.new()
- te(act,game:GetService('RunService').RenderStepped:Connect(function()
- rm[hat1sel].Handle.AccessoryWeld.C0=cf(Hat1CF.Position.X+Hat1CF.Position.XL*math[Hat1CF.Type.PX](sine/Hat1CF.Position.SX),Hat1CF.Position.Y+Hat1CF.Position.YL*math[Hat1CF.Type.PY](sine/Hat1CF.Position.SY),Hat1CF.Position.Z+Hat1CF.Position.ZL*math[Hat1CF.Type.PZ](sine/Hat1CF.Position.SZ))*angles(rad(Hat1CF.Rotation.X+Hat1CF.Rotation.XL*math[Hat1CF.Type.RX](sine/Hat1CF.Rotation.SX)),rad(Hat1CF.Rotation.Y+Hat1CF.Rotation.YL*math[Hat1CF.Type.RY](sine/Hat1CF.Rotation.SY)),rad(Hat1CF.Rotation.Z+Hat1CF.Rotation.ZL*math[Hat1CF.Type.RZ](sine/Hat1CF.Rotation.SZ)))
- rm[hat1sel].Handle.AccessoryWeld.C1=cf(Hat1CF.C1.X,Hat1CF.C1.Y,Hat1CF.C1.Z)
- end))
- te(act,rm.Humanoid.Died:Connect(function()
- nmse1=false
- for i,v in next, act do
- v:Disconnect()
- end
- end))
- end)
- hat1:Button('Refresh Hats',function()
- hats={}
- for i,v in next, game.Players.LocalPlayer.Character:GetDescendants() do
- if v:IsA('Accessory') then
- table.insert(hats,v.Name)
- end
- end
- h:Refresh(hats,0)
- end)
- hat1:Label('Position')
- hat1:Slider("X",-90,90,tonumber(Hat1CF.Position.X),1,function(a)
- Hat1CF.Position.X = a
- end)
- hat1:Slider("Y",-90,90,tonumber(Hat1CF.Position.Y),1,function(a)
- Hat1CF.Position.Y = a
- end)
- hat1:Slider("Z",-90,90,tonumber(Hat1CF.Position.Z),1,function(a)
- Hat1CF.Position.Z = a
- end)
- hat1:Slider("X [L]",-90,90,tonumber(Hat1CF.Position.XL),1,function(a)
- Hat1CF.Position.XL = a
- end)
- hat1:Slider("Y [L]",-90,90,tonumber(Hat1CF.Position.YL),1,function(a)
- Hat1CF.Position.YL = a
- end)
- hat1:Slider("Z [L]",-90,90,tonumber(Hat1CF.Position.ZL),1,function(a)
- Hat1CF.Position.ZL = a
- end)
- hat1:Label('Rotation')
- hat1:Slider("X",-1280,1280,tonumber(Hat1CF.Rotation.X),1,function(a)
- Hat1CF.Rotation.X = a
- end)
- hat1:Slider("Y",-1280,1280,tonumber(Hat1CF.Rotation.Y),1,function(a)
- Hat1CF.Rotation.Y = a
- end)
- hat1:Slider("Z",-1280,1280,tonumber(Hat1CF.Rotation.Z),1,function(a)
- Hat1CF.Rotation.Z = a
- end)
- hat1:Slider("X [L]",-1280,1280,tonumber(Hat1CF.Rotation.XL),1,function(a)
- Hat1CF.Rotation.XL = a
- end)
- hat1:Slider("Y [L]",-1280,1280,tonumber(Hat1CF.Rotation.YL),1,function(a)
- Hat1CF.Rotation.YL = a
- end)
- hat1:Slider("Z [L]",-1280,1280,tonumber(Hat1CF.Rotation.ZL),1,function(a)
- Hat1CF.Rotation.ZL = a
- end)
- hat1:Label('C1')
- hat1:Slider('X',-1000,1000,tonumber(Hat1CF.C1.X),1,function(a)
- Hat1CF.C1.X = a
- end)
- hat1:Slider('Y',-1000,1000,tonumber(Hat1CF.C1.Y),1,function(a)
- Hat1CF.C1.Y = a
- end)
- hat1:Slider('Z',-1000,1000,tonumber(Hat1CF.C1.Z),1,function(a)
- Hat1CF.C1.Z = a
- end)
- hat1:Label('Sine Type')
- hat1:Toggle("PX Cos/Sin",false,function(a)
- if a == false then
- Hat1CF.Type.PX='cos'
- elseif a == true then
- Hat1CF.Type.PX='sin'
- end
- end)
- hat1:Toggle("PY Cos/Sin",false,function(a)
- if a == false then
- Hat1CF.Type.PY='cos'
- elseif a == true then
- Hat1CF.Type.PY='sin'
- end
- end)
- hat1:Toggle("PZ Cos/Sin",false,function(a)
- if a == false then
- Hat1CF.Type.PZ='cos'
- elseif a == true then
- Hat1CF.Type.PZ='sin'
- end
- end)
- hat1:Toggle("RX Cos/Sin",false,function(a)
- if a == false then
- Hat1CF.Type.RX='cos'
- elseif a == true then
- Hat1CF.Type.RX='sin'
- end
- end)
- hat1:Toggle("RY Cos/Sin",false,function(a)
- if a == false then
- Hat1CF.Type.RY='cos'
- elseif a == true then
- Hat1CF.Type.RY='sin'
- end
- end)
- hat1:Toggle("RZ Cos/Sin",false,function(a)
- if a == false then
- Hat1CF.Type.RZ='cos'
- elseif a == true then
- Hat1CF.Type.RZ='sin'
- end
- end)
- hat1:Label('Speed')
- hat1:Slider('PX',-1000,1000,tonumber(Hat1CF.Position.SX),1,function(a)
- Hat1CF.Position.SX = a
- end)
- hat1:Slider('PY',-1000,1000,tonumber(Hat1CF.Position.SY),1,function(a)
- Hat1CF.Position.SY = a
- end)
- hat1:Slider('PZ',-1000,1000,tonumber(Hat1CF.Position.SZ),1,function(a)
- Hat1CF.Position.SZ = a
- end)
- hat1:Slider('RX',-1000,1000,tonumber(Hat1CF.Rotation.SX),1,function(a)
- Hat1CF.Rotation.SX = a
- end)
- hat1:Slider('RY',-1000,1000,tonumber(Hat1CF.Rotation.SY),1,function(a)
- Hat1CF.Rotation.SY = a
- end)
- hat1:Slider('RZ',-1000,1000,tonumber(Hat1CF.Rotation.SZ),1,function(a)
- Hat1CF.Rotation.SZ = a
- end)
- cnvs:Label('Templates')
- cnvs:Button('Copy Simple',function()
- notf('Nexo Animator V4','Simple Template copied!')
- setclipboard([=[
- function rmesh(a)
- if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
- old=game.Players.LocalPlayer.Character
- game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
- for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- for i = 1 , 2 do
- game.Players.LocalPlayer.Character=old
- end
- end
- HumanDied = false for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") then _G.netless=game:GetService("RunService").Heartbeat:connect(function() v.AssemblyLinearVelocity = Vector3.new(-30,0,0) sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999) end) end end local plr = game.Players.LocalPlayer local char = plr.Character local srv = game:GetService('RunService') local ct = {} char.Archivable = true local reanim = char:Clone() reanim.Name = 'Nexo '..plr.Name..'' fl=Instance.new('Folder',char) fl.Name ='Nexo' reanim.Animate.Disabled=true char.HumanoidRootPart:Destroy() char.Humanoid:ChangeState(16) for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove() 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 end for i,v in next, char:GetDescendants() do if v:IsA('Accessory') then v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end char.Torso['Left Shoulder']:Destroy() char.Torso['Right Shoulder']:Destroy() char.Torso['Left Hip']:Destroy() char.Torso['Right Hip']:Destroy() create(char['Torso'],reanim['Torso']) create(char['Left Arm'],reanim['Left Arm']) create(char['Right Arm'],reanim['Right Arm']) create(char['Left Leg'],reanim['Left Leg']) create(char['Right Leg'],reanim['Right Leg']) for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end reanim.Parent = fl for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end table.insert(ct,reanim.Humanoid.Died:Connect(function() plr.Character = char char:BreakJoints() reanim:Destroy() game.Players:Chat('-gr') _G.netless:Disconnect() HumanDied = true for _,v in pairs(ct) do v:Disconnect() end end)) plr.Character = reanim workspace.CurrentCamera.CameraSubject = reanim.Humanoid
- 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')
- reanim = game.Players.LocalPlayer.Character
- function hat(h,p,c1,c0,m)
- reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
- reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
- if m == true then
- rmesh(h)
- end
- end
- m=game.Players.LocalPlayer:GetMouse()
- 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,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0,0.5,0)*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))
- -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then 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 reanim.Humanoid.Jump then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- --idle clerp here
- elseif Root.Velocity.Magnitude < 20 then -- walk
- --walk clerp here
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- srv.RenderStepped:Wait()
- end
- end)()
- --Created using Nexo Animator V4]=])
- end)
- cnvs:Button('Copy Torso Fling (Simple)',function()
- notf('Nexo Animator V4','Torso Fling Template copied!')
- setclipboard([=[
- function rmesh(a)
- if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
- old=game.Players.LocalPlayer.Character
- game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
- for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- for i = 1 , 2 do
- game.Players.LocalPlayer.Character=old
- end
- end
- HumanDied = false for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") and v.Name ~= 'Torso' and v.Name ~= 'Head' then _G.netless=game:GetService("RunService").Heartbeat:connect(function() v.AssemblyLinearVelocity = Vector3.new(-30,0,0) sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999) end) end end local plr = game.Players.LocalPlayer local char = plr.Character local srv = game:GetService('RunService') local ct = {} char.Archivable = true local reanim = char:Clone() reanim.Name = 'Nexo '..plr.Name..'' fl=Instance.new('Folder',char) fl.Name ='Nexo' reanim.Animate.Disabled=true char.HumanoidRootPart:Destroy() char.Humanoid:ChangeState(16) for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove() 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 end for i,v in next, char:GetDescendants() do if v:IsA('Accessory') then v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end char.Torso['Left Shoulder']:Destroy() char.Torso['Right Shoulder']:Destroy() char.Torso['Left Hip']:Destroy() char.Torso['Right Hip']:Destroy() create(char['Torso'],reanim['Torso']) create(char['Left Arm'],reanim['Left Arm']) create(char['Right Arm'],reanim['Right Arm']) create(char['Left Leg'],reanim['Left Leg']) create(char['Right Leg'],reanim['Right Leg']) for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end reanim.Parent = fl table.insert(ct,srv.Heartbeat:Connect(function() char.Torso.CFrame=reanim.Torso.CFrame char.Torso.Velocity=Vector3.new(40000,40000,0) end)) for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.RenderStepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then table.insert(ct,srv.Stepped:Connect(function() v.CanCollide = false end)) end end table.insert(ct,reanim.Humanoid.Died:Connect(function() plr.Character = char char:BreakJoints() reanim:Destroy() game.Players:Chat('-gr') _G.netless:Disconnect() HumanDied = true for _,v in pairs(ct) do v:Disconnect() end end)) plr.Character = reanim workspace.CurrentCamera.CameraSubject = reanim.Humanoid
- 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')
- reanim = game.Players.LocalPlayer.Character
- function hat(h,p,c1,c0,m)
- reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
- reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
- if m == true then
- rmesh(h)
- end
- end
- m=game.Players.LocalPlayer:GetMouse()
- 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,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0,0.5,0)*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))
- -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then 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 reanim.Humanoid.Jump then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- --idle clerp here
- elseif Root.Velocity.Magnitude < 20 then -- walk
- --walk clerp here
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- srv.RenderStepped:Wait()
- end
- end)()
- --Created using Nexo Animator V4]=])
- end)
- cnvs:Button('Copy Leg Fling (Simple)',function()
- notf('Nexo Animator V4','Leg Fling Template copied!')
- setclipboard([=[
- clickfling = true -- set this to false if u dont want click fling or use torso fling
- function rmesh(a)
- if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
- old=game.Players.LocalPlayer.Character
- game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
- for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
- if v:IsA('Mesh') or v:IsA('SpecialMesh') then
- v:Remove()
- end
- end
- for i = 1 , 2 do
- game.Players.LocalPlayer.Character=old
- end
- end
- local plr = game.Players.LocalPlayer local char = plr.Character local srv = game:GetService('RunService') local ct = {} local te = table.insert local m = plr:GetMouse() if char:FindFirstChild('Pal Hair') then else return end _G.Jitter=Vector3.new(0,30,0) for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do if v:IsA("BasePart") and v.Name ~= 'HumanoidRootPart' then bf=Instance.new('BodyForce',v) bf.Force=Vector3.new(50,50,50) te(ct,game:GetService("RunService").Heartbeat:connect(function() pcall(function() v.Velocity = _G.Jitter v.BodyForce.Force=Vector3.new(50,50,50) game.Players.LocalPlayer.ReplicationFocus=workspace sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge) sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",9e9) end) end)) end end char.Archivable = true fl=Instance.new('Folder',char) fl.Name = 'ArmFling' local reanim = char:Clone() char.Humanoid:ChangeState(16) char.HumanoidRootPart:Destroy() for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do v:Stop() end char.Animate:Remove() hats=0 function create(part, parent, p, r) hats=hats+1 Instance.new("Attachment",part) Instance.new("AlignPosition",part) Instance.new("AlignOrientation",part) Instance.new("Attachment",parent) part.Attachment.Name = part.Name..hats parent.Attachment.Name = part.Name..hats part.AlignPosition.Attachment0 = part[part.Name..hats] part.AlignOrientation.Attachment0 = part[part.Name..hats] part.AlignPosition.Attachment1 = parent[part.Name..hats] part.AlignOrientation.Attachment1 = parent[part.Name..hats] parent[part.Name..hats].Position = p or Vector3.new() part[part.Name..hats].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 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.AlignPosition.Attachment1 = parent[part.Name] parent[part.Name].Position = p or Vector3.new() part.AlignPosition.MaxForce = 999999999*10 part.AlignPosition.MaxVelocity = math.huge part.AlignPosition.ReactionForceEnabled = false part.AlignPosition.Responsiveness = math.huge part.AlignPosition.RigidityEnabled = false end function nc(p) if p:IsA('BasePart') or p:IsA('Part') then te(ct,srv.Stepped:Connect(function() p.CanCollide=false end)) te(ct,srv.RenderStepped:Connect(function() p.CanCollide=false end)) else print('Cannot noclip '..p) end end function af() for i,v in next, game.Players:GetDescendants() do if v:IsA('Player') and v.Name ~= game.Players.LocalPlayer.Name then for _,c in next, v.Character:GetDescendants() do if c:IsA('BasePart') and v.Parent== char then noo=Instance.new('NoCollisionConstraint',c) noo.Part1=char['Torso'] noo.Part0=c noo2=Instance.new('NoCollisionConstraint',c) noo2.Part1=char['Head'] noo2.Part0=c end end end end end for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') then nc(v) end end for i,v in next, char:GetDescendants() do if v:IsA('Accessory') and v.Name ~= 'Pal Hair' then v.Handle:BreakJoints() create(v.Handle,reanim[v.Name].Handle) end end for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') then nc(v) end end for i,v in next, char:GetDescendants() do if v:IsA('Motor6D') and v.Name ~= 'Neck' then v:Destroy() end end for i,v in next, char:GetDescendants() do if v:IsA('BasePart') and v.Name ~= 'Right Leg' and v.Name ~= 'Head' and v.Parent == char then create(v,reanim[v.Name]) end end function flinger(p) f=Instance.new('BodyAngularVelocity',p) f.P=9e9*10 f.AngularVelocity = Vector3.new(9e9*10,9e9*10,9e9*10) f.MaxTorque=Vector3.new(9e9*10,0,0) return f end Pos(char['Right Leg'],reanim['Torso']) fliiiin=flinger(char['Right Leg']) char['Pal Hair'].Handle:BreakJoints() char['Pal Hair'].Handle.Mesh:Destroy() create(char['Pal Hair'].Handle,reanim['Right Leg'],Vector3.new(),Vector3.new(90,0,0)) reanim.Animate.Disabled=true reanim.Parent=fl sh=false fp=Instance.new('Part',reanim) fp.Name='FlingPart' fp.CanCollide=false fp.Transparency=1 if clickfling then te(ct,m.Button1Down:Connect(function() sh=true end)) te(ct,m.Button1Up:Connect(function() sh=false end)) end te(ct,srv.Heartbeat:Connect(function() m.TargetFilter=char if sh then fp.CFrame=CFrame.new(m.Hit.p) char['Right Leg'].Position=fp.Position else fp.CFrame=char.Torso.CFrame*CFrame.new(0,0,0) char['Right Leg'].Position=fp.Position end end)) plr.Character=reanim workspace.Camera.CameraSubject=reanim HumanDied=false te(ct,reanim.Humanoid.Died:Connect(function() HumanDied=true fliiiin:Destroy() reanim.HumanoidRootPart.Anchored=true old=reanim.HumanoidRootPart.CFrame reanim.HumanoidRootPart.CFrame=old wait() reanim.HumanoidRootPart.CFrame=old char.Humanoid:Destroy() Instance.new('Humanoid',char) plr.Character=char char:BreakJoints() game.Players:Chat('-gr') for i,v in next, ct do v:Disconnect() end end))
- 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')
- reanim = game.Players.LocalPlayer.Character
- function hat(h,p,c1,c0,m)
- reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
- reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
- reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
- if m == true then
- rmesh(h)
- end
- end
- m=game.Players.LocalPlayer:GetMouse()
- 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,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
- LS.C1 = CF(0,0.5,0)*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))
- -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
- coroutine.wrap(function()
- while true do -- anim changer
- if HumanDied then 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 reanim.Humanoid.Jump then -- jump
- --jump clerp here
- elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
- --fall clerp here
- elseif Root.Velocity.Magnitude < 2 then -- idle
- --idle clerp here
- elseif Root.Velocity.Magnitude < 20 then -- walk
- --walk clerp here
- elseif Root.Velocity.Magnitude > 20 then -- run
- --run clerp here
- end
- srv.RenderStepped:Wait()
- end
- end)()
- --Created using Nexo Animator V4]=])
- end)
- cnvs:Label('Lerps')
- cnvs:Button('Copy Lerps',function()
- get()
- end)
- cnvs:Label('Hat')
- hatcnvs={
- "hat('"..hat1sel.."','"..part1sel.."',CFrame.new("..Hat1CF.C1.X..","..Hat1CF.C1.Y..","..Hat1CF.C1.Z.."),"..[[CFrame.new(]]..Hat1CF.Position.X..[[+]]..Hat1CF.Position.XL..[[*math["]]..Hat1CF.Type.PX..[["](sine/]]..Hat1CF.Position.SX..[[),]]..Hat1CF.Position.Y..[[+]]..Hat1CF.Position.YL..[[*math["]]..Hat1CF.Type.PY..[["](sine/]]..Hat1CF.Position.SY..[[),]]..Hat1CF.Position.Z..[[+]]..Hat1CF.Position.ZL..[[*math["]]..Hat1CF.Type.PZ..[["](sine/]]..Hat1CF.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Hat1CF.Rotation.X..[[+]]..Hat1CF.Rotation.XL..[[*math["]]..Hat1CF.Type.RX..[["](sine/]]..Hat1CF.Position.SX..[[)),math.rad(]]..Hat1CF.Rotation.Y..[[+]]..Hat1CF.Rotation.YL..[[*math["]]..Hat1CF.Type.RY..[["](sine/]]..Hat1CF.Position.SY..[[)),math.rad(]]..Hat1CF.Rotation.Z..[[+]]..Hat1CF.Rotation.ZL..[[*math["]]..Hat1CF.Type.RZ..[["](sine/]]..Hat1CF.Position.SZ..[[))),]]..tostring(nmse1)..")"
- }
- function hcpy(bool)
- hatcnvs={
- "hat('"..hat1sel.."','"..part1sel.."',CFrame.new("..Hat1CF.C1.X..","..Hat1CF.C1.Y..","..Hat1CF.C1.Z.."),"..[[CFrame.new(]]..Hat1CF.Position.X..[[+]]..Hat1CF.Position.XL..[[*math["]]..Hat1CF.Type.PX..[["](sine/]]..Hat1CF.Position.SX..[[),]]..Hat1CF.Position.Y..[[+]]..Hat1CF.Position.YL..[[*math["]]..Hat1CF.Type.PY..[["](sine/]]..Hat1CF.Position.SY..[[),]]..Hat1CF.Position.Z..[[+]]..Hat1CF.Position.ZL..[[*math["]]..Hat1CF.Type.PZ..[["](sine/]]..Hat1CF.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Hat1CF.Rotation.X..[[+]]..Hat1CF.Rotation.XL..[[*math["]]..Hat1CF.Type.RX..[["](sine/]]..Hat1CF.Position.SX..[[)),math.rad(]]..Hat1CF.Rotation.Y..[[+]]..Hat1CF.Rotation.YL..[[*math["]]..Hat1CF.Type.RY..[["](sine/]]..Hat1CF.Position.SY..[[)),math.rad(]]..Hat1CF.Rotation.Z..[[+]]..Hat1CF.Rotation.ZL..[[*math["]]..Hat1CF.Type.RZ..[["](sine/]]..Hat1CF.Position.SZ..[[))),]]..tostring(nmse1)..")"
- }
- setclipboard(hatcnvs[bool])
- end
- function updhats()
- hatcnvs={
- "hat('"..hat1sel.."','"..part1sel.."',CFrame.new("..Hat1CF.C1.X..","..Hat1CF.C1.Y..","..Hat1CF.C1.Z.."),"..[[CFrame.new(]]..Hat1CF.Position.X..[[+]]..Hat1CF.Position.XL..[[*math["]]..Hat1CF.Type.PX..[["](sine/]]..Hat1CF.Position.SX..[[),]]..Hat1CF.Position.Y..[[+]]..Hat1CF.Position.YL..[[*math["]]..Hat1CF.Type.PY..[["](sine/]]..Hat1CF.Position.SY..[[),]]..Hat1CF.Position.Z..[[+]]..Hat1CF.Position.ZL..[[*math["]]..Hat1CF.Type.PZ..[["](sine/]]..Hat1CF.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Hat1CF.Rotation.X..[[+]]..Hat1CF.Rotation.XL..[[*math["]]..Hat1CF.Type.RX..[["](sine/]]..Hat1CF.Position.SX..[[)),math.rad(]]..Hat1CF.Rotation.Y..[[+]]..Hat1CF.Rotation.YL..[[*math["]]..Hat1CF.Type.RY..[["](sine/]]..Hat1CF.Position.SY..[[)),math.rad(]]..Hat1CF.Rotation.Z..[[+]]..Hat1CF.Rotation.ZL..[[*math["]]..Hat1CF.Type.RZ..[["](sine/]]..Hat1CF.Position.SZ..[[))),]]..tostring(nmse1)..")"
- }
- end
- cnvs:Button('Copy Hat',function()
- notf('Nexo Animator V4','Hat Copied to clipboard')
- hcpy(1)
- end)
- cnvs:Button('Copy Hat Lerps',function()
- notf('Nexo Animator V4','Hat Lerps Copied to clipboard')
- setclipboard([[reanim[']]..hat1sel..[['].Handle.AccessoryWeld.C0=]]..[[reanim[']]..hat1sel..[['].Handle.AccessoryWeld.C0:Lerp(]]..[[CFrame.new(]]..Hat1CF.Position.X..[[+]]..Hat1CF.Position.XL..[[*math["]]..Hat1CF.Type.PX..[["](sine/]]..Hat1CF.Position.SX..[[),]]..Hat1CF.Position.Y..[[+]]..Hat1CF.Position.YL..[[*math["]]..Hat1CF.Type.PY..[["](sine/]]..Hat1CF.Position.SY..[[),]]..Hat1CF.Position.Z..[[+]]..Hat1CF.Position.ZL..[[*math["]]..Hat1CF.Type.PZ..[["](sine/]]..Hat1CF.Position.SZ..[[))*CFrame.Angles(math.rad(]]..Hat1CF.Rotation.X..[[+]]..Hat1CF.Rotation.XL..[[*math["]]..Hat1CF.Type.RX..[["](sine/]]..Hat1CF.Position.SX..[[)),math.rad(]]..Hat1CF.Rotation.Y..[[+]]..Hat1CF.Rotation.YL..[[*math["]]..Hat1CF.Type.RY..[["](sine/]]..Hat1CF.Position.SY..[[)),math.rad(]]..Hat1CF.Rotation.Z..[[+]]..Hat1CF.Rotation.ZL..[[*math["]]..Hat1CF.Type.RZ..[["](sine/]]..Hat1CF.Position.SZ..[[)),]]..[[.2)]])
- end)
- for i,v in next, game.CoreGui.RobloxGui['Test UI']:GetDescendants() do
- if v:IsA('UICorner') then
- v.CornerRadius = UDim.new(0,4)
- end
- end
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