DEVJORDAN22

Reanimator

Dec 20th, 2025
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  1. --[[ fix it yourself i dont have time to fix this shitty code
  2. btw its old version
  3. credits for 189hi#2022
  4. me for making backup shit
  5. ]]
  6.  
  7. getgenv().Theme={
  8. Tab={
  9. Color = Color3.fromRGB(255,0,0)
  10. },
  11. Line={
  12. LeftColor = Color3.fromRGB(255,0,0),
  13. RightColor = Color3.fromRGB(255,0,0)
  14. },
  15. Toggle={
  16. LeftColor = Color3.fromRGB(255,0,0),
  17. RightColor = Color3.fromRGB(255,0,0)
  18. },
  19. Slider={
  20. LeftColor = Color3.fromRGB(255,0,0),
  21. RightColor = Color3.fromRGB(255,0,0)
  22. }
  23. }
  24.  
  25. local lib = loadstring(game:HttpGet('https://raw.githubusercontent.com/anhwaivo/nexo-animator-mod/refs/heads/main/renuilib.lua'))()
  26. function rmesh(a)
  27. 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
  28. old=game.Players.LocalPlayer.Character
  29. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  30. for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
  31. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  32. v:Remove()
  33. end
  34. end
  35. for i = 1 , 2 do
  36. game.Players.LocalPlayer.Character=old
  37. end
  38. end
  39.  
  40. local Head = {
  41. Position={
  42. X=0,
  43. Y=1,
  44. Z=0,
  45. XL=0,
  46. YL=0,
  47. ZL=0,
  48. SX=10,
  49. SY=10,
  50. SZ=10
  51. },
  52. Rotation={
  53. X=0,
  54. Y=0,
  55. Z=0,
  56. XL=0,
  57. YL=0,
  58. ZL=0,
  59. SX=10,
  60. SY=10,
  61. SZ=10
  62. },
  63. Type={
  64. PX='cos',
  65. PY='cos',
  66. PZ='cos',
  67. RX='cos',
  68. RY='cos',
  69. RZ='cos'
  70. }
  71. }
  72.  
  73. local Torso = {
  74. Position={
  75. X=0,
  76. Y=-1,
  77. Z=0,
  78. XL=0,
  79. YL=0,
  80. ZL=0,
  81. SX=10,
  82. SY=10,
  83. SZ=10
  84. },
  85. Rotation={
  86. X=0,
  87. Y=0,
  88. Z=0,
  89. XL=0,
  90. YL=0,
  91. ZL=0,
  92. SX=10,
  93. SY=10,
  94. SZ=10
  95. },
  96. Type={
  97. PX='cos',
  98. PY='cos',
  99. PZ='cos',
  100. RX='cos',
  101. RY='cos',
  102. RZ='cos'
  103. }
  104. }
  105.  
  106. local Right_Arm = {
  107. Position={
  108. X=1.5,
  109. Y=0.5,
  110. Z=0,
  111. XL=0,
  112. YL=0,
  113. ZL=0,
  114. SX=10,
  115. SY=10,
  116. SZ=10
  117. },
  118. Rotation={
  119. X=0,
  120. Y=0,
  121. Z=0,
  122. XL=0,
  123. YL=0,
  124. ZL=0,
  125. SX=10,
  126. SY=10,
  127. SZ=10
  128. },
  129. Type={
  130. PX='cos',
  131. PY='cos',
  132. PZ='cos',
  133. RX='cos',
  134. RY='cos',
  135. RZ='cos'
  136. }
  137. }
  138.  
  139. local Left_Arm = {
  140. Position={
  141. X=-1.5,
  142. Y=0.5,
  143. Z=0,
  144. XL=0,
  145. YL=0,
  146. ZL=0,
  147. SX=10,
  148. SY=10,
  149. SZ=10
  150. },
  151. Rotation={
  152. X=0,
  153. Y=0,
  154. Z=0,
  155. XL=0,
  156. YL=0,
  157. ZL=0,
  158. SX=10,
  159. SY=10,
  160. SZ=10
  161. },
  162. Type={
  163. PX='cos',
  164. PY='cos',
  165. PZ='cos',
  166. RX='cos',
  167. RY='cos',
  168. RZ='cos'
  169. }
  170. }
  171.  
  172. local Right_Leg = {
  173. Position={
  174. X=0.5,
  175. Y=-1,
  176. Z=0,
  177. XL=0,
  178. YL=0,
  179. ZL=0,
  180. SX=10,
  181. SY=10,
  182. SZ=10
  183. },
  184. Rotation={
  185. X=0,
  186. Y=0,
  187. Z=0,
  188. XL=0,
  189. YL=0,
  190. ZL=0,
  191. SX=10,
  192. SY=10,
  193. SZ=10
  194. },
  195. Type={
  196. PX='cos',
  197. PY='cos',
  198. PZ='cos',
  199. RX='cos',
  200. RY='cos',
  201. RZ='cos'
  202. }
  203. }
  204.  
  205. local Left_Leg = {
  206. Position={
  207. X=-0.5,
  208. Y=-1,
  209. Z=0,
  210. XL=0,
  211. YL=0,
  212. ZL=0,
  213. SX=10,
  214. SY=10,
  215. SZ=10
  216. },
  217. Rotation={
  218. X=0,
  219. Y=0,
  220. Z=0,
  221. XL=0,
  222. YL=0,
  223. ZL=0,
  224. SX=10,
  225. SY=10,
  226. SZ=10
  227. },
  228. Type={
  229. PX='cos',
  230. PY='cos',
  231. PZ='cos',
  232. RX='cos',
  233. RY='cos',
  234. RZ='cos'
  235. }
  236. }
  237.  
  238. Hat1CF = {
  239. Position={
  240. X=0,
  241. Y=0,
  242. Z=0,
  243. XL=0,
  244. YL=0,
  245. ZL=0,
  246. SX=10,
  247. SY=10,
  248. SZ=10
  249. },
  250. Rotation={
  251. X=0,
  252. Y=0,
  253. Z=0,
  254. XL=0,
  255. YL=0,
  256. ZL=0,
  257. SX=10,
  258. SY=10,
  259. SZ=10
  260. },
  261. C1={
  262. X=0,
  263. Y=0,
  264. Z=0
  265. },
  266. Type={
  267. PX='cos',
  268. PY='cos',
  269. PZ='cos',
  270. RX='cos',
  271. RY='cos',
  272. RZ='cos'
  273. }
  274. }
  275.  
  276. function get()
  277. setclipboard(table.concat({[[
  278. 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)]],[[
  279. 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)]],[[
  280. 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)]],[[
  281. 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)]],[[
  282. 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)]],[[
  283. 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)]]}
  284. ))
  285. end
  286.  
  287. local window = lib:Window("Nexo Animator","V4")
  288. local main = window:Tab('Main')
  289. local hs = window:Tab('Head')
  290. local ts = window:Tab('Torso')
  291. local ras = window:Tab('Right Arm')
  292. local las = window:Tab('Left Arm')
  293. local rls = window:Tab('Right Leg')
  294. local lls = window:Tab('Left Leg')
  295. local hat1 = window:Tab('Hat')
  296. local cnvs = window:Tab('Converter')
  297. local htu = window:Tab('Guide',true)
  298.  
  299. cos=math.cos
  300. sin=math.sin
  301. cf=CFrame.new
  302. angles=CFrame.Angles
  303. rad=math.rad
  304.  
  305. htu:Label("No details")
  306. main:Label("Reanimates")
  307.  
  308. main:Button("Simple",function()
  309. speed = 1
  310. hatsine = 1
  311. sine = 1
  312. HumanDied = false
  313. for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
  314. if v:IsA("BasePart") then
  315. _G.netless=game:GetService("RunService").Heartbeat:connect(function()
  316. v.AssemblyLinearVelocity = Vector3.new(-30,0,0)
  317. sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
  318. sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)
  319. end)
  320. end
  321. end
  322.  
  323. local plr = game.Players.LocalPlayer
  324. local char = plr.Character
  325. local srv = game:GetService('RunService')
  326. local ct = {}
  327.  
  328. char.Archivable = true
  329. local reanim = char:Clone()
  330. reanim.Name = 'Nexo '..plr.Name..''
  331. fl=Instance.new('Folder',char) fl.Name ='Nexo'
  332. reanim.Animate.Disabled=true
  333. char.HumanoidRootPart:Destroy()
  334. char.Humanoid:ChangeState(16)
  335.  
  336. for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do
  337. v:Stop()
  338. end
  339. char.Animate:Remove()
  340.  
  341. function create(part, parent, p, r)
  342. Instance.new("Attachment",part)
  343. Instance.new("AlignPosition",part)
  344. Instance.new("AlignOrientation",part)
  345. Instance.new("Attachment",parent)
  346. part.Attachment.Name = part.Name
  347. parent.Attachment.Name = part.Name
  348. part.AlignPosition.Attachment0 = part[part.Name]
  349. part.AlignOrientation.Attachment0 = part[part.Name]
  350. part.AlignPosition.Attachment1 = parent[part.Name]
  351. part.AlignOrientation.Attachment1 = parent[part.Name]
  352. parent[part.Name].Position = p or Vector3.new()
  353. part[part.Name].Orientation = r or Vector3.new()
  354. part.AlignPosition.MaxForce = 1e+35
  355. part.AlignPosition.MaxVelocity = 1e+35
  356. part.AlignPosition.ReactionForceEnabled = false
  357. part.AlignPosition.Responsiveness = 1e+35
  358. part.AlignOrientation.Responsiveness = 1e+35
  359. part.AlignPosition.RigidityEnabled = false
  360. part.AlignOrientation.MaxTorque = 1e+35
  361. end
  362.  
  363. for i,v in next, char:GetDescendants() do
  364. if v:IsA('Accessory') then
  365. v.Handle:BreakJoints()
  366. create(v.Handle,reanim[v.Name].Handle)
  367. end
  368. end
  369.  
  370. char.Torso['Left Shoulder']:Destroy()
  371. char.Torso['Right Shoulder']:Destroy()
  372. char.Torso['Left Hip']:Destroy()
  373. char.Torso['Right Hip']:Destroy()
  374.  
  375. create(char['Torso'],reanim['Torso'])
  376. create(char['Left Arm'],reanim['Left Arm'])
  377. create(char['Right Arm'],reanim['Right Arm'])
  378. create(char['Left Leg'],reanim['Left Leg'])
  379. create(char['Right Leg'],reanim['Right Leg'])
  380.  
  381. for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end
  382.  
  383. reanim.Parent = fl
  384.  
  385. for i,v in next, reanim:GetDescendants() do
  386. if v:IsA('BasePart') then
  387. table.insert(ct,srv.RenderStepped:Connect(function()
  388. v.CanCollide = false
  389. end))
  390. end
  391. end
  392.  
  393. for i,v in next, char:GetDescendants() do
  394. if v:IsA('BasePart') then
  395. table.insert(ct,srv.RenderStepped:Connect(function()
  396. v.CanCollide = false
  397. end))
  398. end
  399. end
  400.  
  401. for i,v in next, reanim:GetDescendants() do
  402. if v:IsA('BasePart') then
  403. table.insert(ct,srv.Stepped:Connect(function()
  404. v.CanCollide = false
  405. end))
  406. end
  407. end
  408.  
  409. for i,v in next, char:GetDescendants() do
  410. if v:IsA('BasePart') then
  411. table.insert(ct,srv.Stepped:Connect(function()
  412. v.CanCollide = false
  413. end))
  414. end
  415. end
  416.  
  417. table.insert(ct,reanim.Humanoid.Died:Connect(function()
  418. plr.Character = char
  419. char:BreakJoints()
  420. reanim:Destroy()
  421. game.Players:Chat('-gr')
  422. _G.netless:Disconnect()
  423. HumanDied = true
  424. for _,v in pairs(ct) do v:Disconnect() end
  425. end))
  426.  
  427. plr.Character = reanim
  428. workspace.CurrentCamera.CameraSubject = reanim.Humanoid
  429.  
  430. RJ = reanim.HumanoidRootPart.RootJoint
  431. NECK = reanim.Torso.Neck
  432. RS = reanim.Torso['Right Shoulder']
  433. LS = reanim.Torso['Left Shoulder']
  434. RH = reanim.Torso['Right Hip']
  435. LH = reanim.Torso['Left Hip']
  436. RJ.C1 = cf(0,-1,0)*angles(rad(0),rad(0),rad(0))
  437. RJ.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  438. NECK.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  439. NECK.C1 = cf(0,-0.5,0)*angles(rad(0),rad(0),rad(0))
  440. RS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
  441. LS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
  442. RH.C1 = cf(0,1,0)*angles(rad(0),rad(0),rad(0))
  443. LH.C1 = cf(0,1,0)*angles(rad(0),rad(0),rad(0))
  444. RH.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  445. LH.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  446. RS.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  447. LS.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  448.  
  449. while srv.RenderStepped:Wait() do
  450. sine=sine+speed
  451. if HumanDied then break end
  452. 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)))
  453. 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)))
  454. 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)))
  455. 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)))
  456. 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)))
  457. 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)))
  458. end
  459. end)
  460.  
  461. main:Button('Torso Fling (Simple)',function()
  462. HumanDied = false
  463. speed = 1
  464. hatsine = 1
  465. sine = 1
  466. for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
  467. if v:IsA("BasePart") and v.Name ~= 'Torso' and v.Name ~= 'Head' then
  468. _G.netless=game:GetService("RunService").Heartbeat:connect(function()
  469. v.Velocity = Vector3.new(-30,0,0)
  470. sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
  471. sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",999999999)
  472. end)
  473. end
  474. end
  475.  
  476. local plr = game.Players.LocalPlayer
  477. local char = plr.Character
  478. local srv = game:GetService('RunService')
  479. local ct = {}
  480.  
  481. char.Archivable = true
  482. local reanim = char:Clone()
  483. reanim.Name = 'Nexo '..plr.Name..''
  484. fl=Instance.new('Folder',char) fl.Name ='Nexo'
  485. reanim.Animate.Disabled=true
  486. char.HumanoidRootPart:Destroy()
  487. char.Humanoid:ChangeState(16)
  488.  
  489. for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do
  490. v:Stop()
  491. end
  492. char.Animate:Remove()
  493.  
  494. function create(part, parent, p, r)
  495. Instance.new("Attachment",part)
  496. Instance.new("AlignPosition",part)
  497. Instance.new("AlignOrientation",part)
  498. Instance.new("Attachment",parent)
  499. part.Attachment.Name = part.Name
  500. parent.Attachment.Name = part.Name
  501. part.AlignPosition.Attachment0 = part[part.Name]
  502. part.AlignOrientation.Attachment0 = part[part.Name]
  503. part.AlignPosition.Attachment1 = parent[part.Name]
  504. part.AlignOrientation.Attachment1 = parent[part.Name]
  505. parent[part.Name].Position = p or Vector3.new()
  506. part[part.Name].Orientation = r or Vector3.new()
  507. part.AlignPosition.MaxForce = 999999999
  508. part.AlignPosition.MaxVelocity = math.huge
  509. part.AlignPosition.ReactionForceEnabled = false
  510. part.AlignPosition.Responsiveness = math.huge
  511. part.AlignOrientation.Responsiveness = math.huge
  512. part.AlignPosition.RigidityEnabled = false
  513. part.AlignOrientation.MaxTorque = 999999999
  514. end
  515.  
  516. for i,v in next, char:GetDescendants() do
  517. if v:IsA('Accessory') then
  518. v.Handle:BreakJoints()
  519. create(v.Handle,reanim[v.Name].Handle)
  520. end
  521. end
  522.  
  523. char.Torso['Left Shoulder']:Destroy()
  524. char.Torso['Right Shoulder']:Destroy()
  525. char.Torso['Left Hip']:Destroy()
  526. char.Torso['Right Hip']:Destroy()
  527.  
  528. create(char['Torso'],reanim['Torso'])
  529. create(char['Left Arm'],reanim['Left Arm'])
  530. create(char['Right Arm'],reanim['Right Arm'])
  531. create(char['Left Leg'],reanim['Left Leg'])
  532. create(char['Right Leg'],reanim['Right Leg'])
  533.  
  534. for i,v in next, reanim:GetDescendants() do if v:IsA('BasePart') or v:IsA('Decal') then v.Transparency = 1 end end
  535.  
  536. reanim.Parent = fl
  537.  
  538. table.insert(ct,srv.Heartbeat:Connect(function()
  539. char.Torso.CFrame=reanim.Torso.CFrame
  540. char.Torso.Velocity=Vector3.new(40000,40000,0)
  541. end))
  542.  
  543. for i,v in next, reanim:GetDescendants() do
  544. if v:IsA('BasePart') then
  545. table.insert(ct,srv.RenderStepped:Connect(function()
  546. v.CanCollide = false
  547. end))
  548. end
  549. end
  550.  
  551. for i,v in next, char:GetDescendants() do
  552. if v:IsA('BasePart') then
  553. table.insert(ct,srv.RenderStepped:Connect(function()
  554. v.CanCollide = false
  555. end))
  556. end
  557. end
  558.  
  559. for i,v in next, reanim:GetDescendants() do
  560. if v:IsA('BasePart') then
  561. table.insert(ct,srv.Stepped:Connect(function()
  562. v.CanCollide = false
  563. end))
  564. end
  565. end
  566.  
  567. for i,v in next, char:GetDescendants() do
  568. if v:IsA('BasePart') then
  569. table.insert(ct,srv.Stepped:Connect(function()
  570. v.CanCollide = false
  571. end))
  572. end
  573. end
  574.  
  575. table.insert(ct,reanim.Humanoid.Died:Connect(function()
  576. plr.Character = char
  577. char:BreakJoints()
  578. reanim:Destroy()
  579. game.Players:Chat('-gr')
  580. _G.netless:Disconnect()
  581. HumanDied = true
  582. for _,v in pairs(ct) do v:Disconnect() end
  583. end))
  584.  
  585. plr.Character = reanim
  586. workspace.CurrentCamera.CameraSubject = reanim.Humanoid
  587.  
  588. RJ = reanim.HumanoidRootPart.RootJoint
  589. NECK = reanim.Torso.Neck
  590. RS = reanim.Torso['Right Shoulder']
  591. LS = reanim.Torso['Left Shoulder']
  592. RH = reanim.Torso['Right Hip']
  593. LH = reanim.Torso['Left Hip']
  594. RJ.C1 = cf(0,-1,0)*angles(rad(0),rad(0),rad(0))
  595. RJ.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  596. NECK.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  597. NECK.C1 = cf(0,-0.5,0)*angles(rad(0),rad(0),rad(0))
  598. RS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
  599. LS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
  600. RH.C1 = cf(0,1,0)*angles(rad(0),rad(0),rad(0))
  601. LH.C1 = cf(0,1,0)*angles(rad(0),rad(0),rad(0))
  602. RH.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  603. LH.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  604. RS.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  605. LS.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  606.  
  607. while srv.RenderStepped:Wait() do
  608. sine=sine+speed
  609. if HumanDied then break end
  610. 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)))
  611. 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)))
  612. 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)))
  613. 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)))
  614. 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)))
  615. 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)))
  616. end
  617. end)
  618.  
  619. main:Button('Leg Fling (Simple)',function()
  620. reanimated = true
  621. speed = 1
  622. hatsine = 1
  623. sine = 1
  624. local plr = game.Players.LocalPlayer
  625. local char = plr.Character
  626. local srv = game:GetService('RunService')
  627. local ct = {}
  628. local te = table.insert
  629. local m = plr:GetMouse()
  630.  
  631. if char:FindFirstChild('Pal Hair') then else notf('Nexo','You need Pal Hair.','10') return end
  632.  
  633. _G.Jitter=Vector3.new(0,30,0)
  634.  
  635. for i,v in next, game:GetService("Players").LocalPlayer.Character:GetDescendants() do
  636. if v:IsA("BasePart") and v.Name ~= 'HumanoidRootPart' then
  637. bf=Instance.new('BodyForce',v)
  638. bf.Force=Vector3.new(50,50,50)
  639. te(ct,game:GetService("RunService").Heartbeat:connect(function()
  640. pcall(function()
  641. v.Velocity = _G.Jitter
  642. v.BodyForce.Force=Vector3.new(50,50,50)
  643. game.Players.LocalPlayer.ReplicationFocus=workspace
  644. sethiddenproperty(game.Players.LocalPlayer,"MaximumSimulationRadius",math.huge)
  645. sethiddenproperty(game.Players.LocalPlayer,"SimulationRadius",9e9)
  646. end)
  647. end))
  648. end
  649. end
  650.  
  651. char.Archivable = true
  652. fl=Instance.new('Folder',char) fl.Name = 'ArmFling'
  653. local reanim = char:Clone()
  654. char.Humanoid:ChangeState(16)
  655. char.HumanoidRootPart:Destroy()
  656.  
  657. for i,v in next, char.Humanoid:GetPlayingAnimationTracks() do
  658. v:Stop()
  659. end
  660. char.Animate:Remove()
  661.  
  662. hats=0
  663. function create(part, parent, p, r)
  664. hats=hats+1
  665. Instance.new("Attachment",part)
  666. Instance.new("AlignPosition",part)
  667. Instance.new("AlignOrientation",part)
  668. Instance.new("Attachment",parent)
  669. part.Attachment.Name = part.Name..hats
  670. parent.Attachment.Name = part.Name..hats
  671. part.AlignPosition.Attachment0 = part[part.Name..hats]
  672. part.AlignOrientation.Attachment0 = part[part.Name..hats]
  673. part.AlignPosition.Attachment1 = parent[part.Name..hats]
  674. part.AlignOrientation.Attachment1 = parent[part.Name..hats]
  675. parent[part.Name..hats].Position = p or Vector3.new()
  676. part[part.Name..hats].Orientation = r or Vector3.new()
  677. part.AlignPosition.MaxForce = 999999999
  678. part.AlignPosition.MaxVelocity = math.huge
  679. part.AlignPosition.ReactionForceEnabled = false
  680. part.AlignPosition.Responsiveness = math.huge
  681. part.AlignOrientation.Responsiveness = math.huge
  682. part.AlignPosition.RigidityEnabled = false
  683. part.AlignOrientation.MaxTorque = 999999999
  684. end
  685.  
  686. function Pos(part, parent, p)
  687. Instance.new("Attachment",part)
  688. Instance.new("AlignPosition",part)
  689. Instance.new("Attachment",parent)
  690. part.Attachment.Name = part.Name
  691. parent.Attachment.Name = part.Name
  692. part.AlignPosition.Attachment0 = part[part.Name]
  693. part.AlignPosition.Attachment1 = parent[part.Name]
  694. parent[part.Name].Position = p or Vector3.new()
  695. part.AlignPosition.MaxForce = 999999999*10
  696. part.AlignPosition.MaxVelocity = math.huge
  697. part.AlignPosition.ReactionForceEnabled = false
  698. part.AlignPosition.Responsiveness = math.huge
  699. part.AlignPosition.RigidityEnabled = false
  700. end
  701.  
  702. function nc(p)
  703. if p:IsA('BasePart') or p:IsA('Part') then
  704. te(ct,srv.Stepped:Connect(function()
  705. p.CanCollide=false
  706. end))
  707. te(ct,srv.RenderStepped:Connect(function()
  708. p.CanCollide=false
  709. end))
  710. else
  711. print('Cannot noclip '..p)
  712. end
  713. end
  714.  
  715. function af()
  716. for i,v in next, game.Players:GetDescendants() do
  717. if v:IsA('Player') and v.Name ~= game.Players.LocalPlayer.Name then
  718. for _,c in next, v.Character:GetDescendants() do
  719. if c:IsA('BasePart') and v.Parent== char then
  720. noo=Instance.new('NoCollisionConstraint',c)
  721. noo.Part1=char['Torso']
  722. noo.Part0=c
  723. noo2=Instance.new('NoCollisionConstraint',c)
  724. noo2.Part1=char['Head']
  725. noo2.Part0=c
  726. end
  727. end
  728. end
  729. end
  730. end
  731.  
  732. for i,v in next, reanim:GetDescendants() do
  733. if v:IsA('BasePart') or v:IsA('Decal') then
  734. v.Transparency = 1
  735. end
  736. end
  737.  
  738. for i,v in next, char:GetDescendants() do
  739. if v:IsA('BasePart') then
  740. nc(v)
  741. end
  742. end
  743.  
  744. for i,v in next, char:GetDescendants() do
  745. if v:IsA('Accessory') and v.Name ~= 'Pal Hair' then
  746. v.Handle:BreakJoints()
  747. create(v.Handle,reanim[v.Name].Handle)
  748. end
  749. end
  750.  
  751. for i,v in next, reanim:GetDescendants() do
  752. if v:IsA('BasePart') then
  753. nc(v)
  754. end
  755. end
  756.  
  757. for i,v in next, char:GetDescendants() do
  758. if v:IsA('Motor6D') and v.Name ~= 'Neck' then
  759. v:Destroy()
  760. end
  761. end
  762.  
  763. for i,v in next, char:GetDescendants() do
  764. if v:IsA('BasePart') and v.Name ~= 'Right Leg' and v.Name ~= 'Head' and v.Parent == char then
  765. create(v,reanim[v.Name])
  766. end
  767. end
  768.  
  769. function flinger(p)
  770. f=Instance.new('BodyAngularVelocity',p)
  771. f.P=9e9*10
  772. f.AngularVelocity = Vector3.new(9e9*10,9e9*10,9e9*10)
  773. f.MaxTorque=Vector3.new(9e9*10,0,0)
  774. return f
  775. end
  776.  
  777. Pos(char['Right Leg'],reanim['Torso'])
  778. fliiiin=flinger(char['Right Leg'])
  779.  
  780. char['Pal Hair'].Handle:BreakJoints()
  781. char['Pal Hair'].Handle.Mesh:Destroy()
  782.  
  783. create(char['Pal Hair'].Handle,reanim['Right Leg'],Vector3.new(),Vector3.new(90,0,0))
  784.  
  785. reanim.Animate.Disabled=true
  786.  
  787. reanim.Parent=fl
  788.  
  789. sh=false
  790.  
  791. fp=Instance.new('Part',reanim)
  792. fp.Name='FlingPart'
  793. fp.CanCollide=false
  794. fp.Transparency=1
  795.  
  796. te(ct,m.Button1Down:Connect(function()
  797. sh=true
  798. end))
  799.  
  800. te(ct,m.Button1Up:Connect(function()
  801. sh=false
  802. end))
  803.  
  804. char = workspace[plr.Name]
  805.  
  806. te(ct,srv.Heartbeat:Connect(function()
  807. m.TargetFilter=char
  808. if sh then
  809. fp.CFrame=CFrame.new(m.Hit.p)
  810. char['Right Leg'].Position=fp.Position
  811. else
  812. fp.CFrame=char.Torso.CFrame*CFrame.new(0,0,0)
  813. char['Right Leg'].Position=fp.Position
  814. end
  815. end))
  816.  
  817. plr.Character=reanim
  818. workspace.Camera.CameraSubject=reanim
  819.  
  820. HumanDied=false
  821.  
  822. te(ct,reanim.Humanoid.Died:Connect(function()
  823. HumanDied=true
  824. fliiiin:Destroy()
  825. reanim.HumanoidRootPart.Anchored=true
  826. old=reanim.HumanoidRootPart.CFrame
  827. reanim.HumanoidRootPart.CFrame=old
  828. wait()
  829. reanim.HumanoidRootPart.CFrame=old
  830. char.Humanoid:Destroy()
  831. Instance.new('Humanoid',char)
  832. plr.Character=char
  833. char:BreakJoints()
  834. game.Players:Chat('-gr')
  835. for i,v in next, ct do v:Disconnect() end
  836. end))
  837.  
  838. RJ = reanim.HumanoidRootPart.RootJoint
  839. NECK = reanim.Torso.Neck
  840. RS = reanim.Torso['Right Shoulder']
  841. LS = reanim.Torso['Left Shoulder']
  842. RH = reanim.Torso['Right Hip']
  843. LH = reanim.Torso['Left Hip']
  844. RJ.C1 = cf(0,-1,0)*angles(rad(0),rad(0),rad(0))
  845. RJ.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  846. NECK.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  847. NECK.C1 = cf(0,-0.5,0)*angles(rad(0),rad(0),rad(0))
  848. RS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
  849. LS.C1 = cf(0,0.5,0)*angles(rad(0),rad(0),rad(0))
  850. RH.C1 = cf(0,1,0)*angles(rad(0),rad(0),rad(0))
  851. LH.C1 = cf(0,1,0)*angles(rad(0),rad(0),rad(0))
  852. RH.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  853. LH.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  854. RS.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  855. LS.C0 = cf(0,0,0)*angles(rad(0),rad(0),rad(0))
  856.  
  857. while srv.RenderStepped:Wait() do
  858. sine=sine+speed
  859. if HumanDied then break end
  860. 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)))
  861. 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)))
  862. 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)))
  863. 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)))
  864. 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)))
  865. 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)))
  866. end
  867. end)
  868.  
  869. main:Label('Settings')
  870.  
  871. main:DestroyGui()
  872.  
  873. hs:Label('Position')
  874.  
  875. hs:Slider("X",-90,90,tonumber(Head.Position.X),1,function(a)
  876. Head.Position.X = a
  877. end)
  878.  
  879. hs:Slider("Y",-90,90,tonumber(Head.Position.Y),1,function(a)
  880. Head.Position.Y = a
  881. end)
  882.  
  883. hs:Slider("Z",-90,90,tonumber(Head.Position.Z),1,function(a)
  884. Head.Position.Z = a
  885. end)
  886.  
  887. hs:Slider("X [L]",-90,90,tonumber(Head.Position.XL),1,function(a)
  888. Head.Position.XL = a
  889. end)
  890.  
  891. hs:Slider("Y [L]",-90,90,tonumber(Head.Position.YL),1,function(a)
  892. Head.Position.YL = a
  893. end)
  894.  
  895. hs:Slider("Z [L]",-90,90,tonumber(Head.Position.ZL),1,function(a)
  896. Head.Position.ZL = a
  897. end)
  898.  
  899. hs:Label('Rotation')
  900.  
  901. hs:Slider("X",-1280,1280,tonumber(Head.Rotation.X),1,function(a)
  902. Head.Rotation.X = a
  903. end)
  904.  
  905. hs:Slider("Y",-1280,1280,tonumber(Head.Rotation.Y),1,function(a)
  906. Head.Rotation.Y = a
  907. end)
  908.  
  909. hs:Slider("Z",-1280,1280,tonumber(Head.Rotation.Z),1,function(a)
  910. Head.Rotation.Z = a
  911. end)
  912.  
  913. hs:Slider("X [L]",-1280,1280,tonumber(Head.Rotation.XL),1,function(a)
  914. Head.Rotation.XL = a
  915. end)
  916.  
  917. hs:Slider("Y [L]",-1280,1280,tonumber(Head.Rotation.YL),1,function(a)
  918. Head.Rotation.YL = a
  919. end)
  920.  
  921. hs:Slider("Z [L]",-1280,1280,tonumber(Head.Rotation.ZL),1,function(a)
  922. Head.Rotation.ZL = a
  923. end)
  924.  
  925. hs:Label('Sine Type')
  926.  
  927. hs:Toggle("PX Cos/Sin",false,function(a)
  928. if a == false then
  929. Head.Type.PX='cos'
  930. elseif a == true then
  931. Head.Type.PX='sin'
  932. end
  933. end)
  934.  
  935. hs:Toggle("PY Cos/Sin",false,function(a)
  936. if a == false then
  937. Head.Type.PY='cos'
  938. elseif a == true then
  939. Head.Type.PY='sin'
  940. end
  941. end)
  942.  
  943. hs:Toggle("PZ Cos/Sin",false,function(a)
  944. if a == false then
  945. Head.Type.PZ='cos'
  946. elseif a == true then
  947. Head.Type.PZ='sin'
  948. end
  949. end)
  950.  
  951. hs:Toggle("RX Cos/Sin",false,function(a)
  952. if a == false then
  953. Head.Type.RX='cos'
  954. elseif a == true then
  955. Head.Type.RX='sin'
  956. end
  957. end)
  958.  
  959. hs:Toggle("RY Cos/Sin",false,function(a)
  960. if a == false then
  961. Head.Type.RY='cos'
  962. elseif a == true then
  963. Head.Type.RY='sin'
  964. end
  965. end)
  966.  
  967. hs:Toggle("RZ Cos/Sin",false,function(a)
  968. if a == false then
  969. Head.Type.RZ='cos'
  970. elseif a == true then
  971. Head.Type.RZ='sin'
  972. end
  973. end)
  974.  
  975. hs:Label('Speed')
  976.  
  977. hs:Slider('PX',-1000,1000,tonumber(Head.Position.SX),1,function(a)
  978. Head.Position.SX = a
  979. end)
  980.  
  981. hs:Slider('PY',-1000,1000,tonumber(Head.Position.SY),1,function(a)
  982. Head.Position.SY = a
  983. end)
  984.  
  985. hs:Slider('PZ',-1000,1000,tonumber(Head.Position.SZ),1,function(a)
  986. Head.Position.SZ = a
  987. end)
  988.  
  989. hs:Slider('RX',-1000,1000,tonumber(Head.Rotation.SX),1,function(a)
  990. Head.Rotation.SX = a
  991. end)
  992.  
  993. hs:Slider('RY',-1000,1000,tonumber(Head.Rotation.SY),1,function(a)
  994. Head.Rotation.SY = a
  995. end)
  996.  
  997. hs:Slider('RZ',-1000,1000,tonumber(Head.Rotation.SZ),1,function(a)
  998. Head.Rotation.SZ = a
  999. end)
  1000.  
  1001. ts:Label('Position')
  1002.  
  1003. ts:Slider("X",-90,90,tonumber(Torso.Position.X),1,function(a)
  1004. Torso.Position.X = a
  1005. end)
  1006.  
  1007. ts:Slider("Y",-90,90,tonumber(Torso.Position.Y),1,function(a)
  1008. Torso.Position.Y = a
  1009. end)
  1010.  
  1011. ts:Slider("Z",-90,90,tonumber(Torso.Position.Z),1,function(a)
  1012. Torso.Position.Z = a
  1013. end)
  1014.  
  1015. ts:Slider("X [L]",-90,90,tonumber(Torso.Position.XL),1,function(a)
  1016. Torso.Position.XL = a
  1017. end)
  1018.  
  1019. ts:Slider("Y [L]",-90,90,tonumber(Torso.Position.YL),1,function(a)
  1020. Torso.Position.YL = a
  1021. end)
  1022.  
  1023. ts:Slider("Z [L]",-90,90,tonumber(Torso.Position.ZL),1,function(a)
  1024. Torso.Position.ZL = a
  1025. end)
  1026.  
  1027. ts:Label('Rotation')
  1028.  
  1029. ts:Slider("X",-1280,1280,tonumber(Torso.Rotation.X),1,function(a)
  1030. Torso.Rotation.X = a
  1031. end)
  1032.  
  1033. ts:Slider("Y",-1280,1280,tonumber(Torso.Rotation.Y),1,function(a)
  1034. Torso.Rotation.Y = a
  1035. end)
  1036.  
  1037. ts:Slider("Z",-1280,1280,tonumber(Torso.Rotation.Z),1,function(a)
  1038. Torso.Rotation.Z = a
  1039. end)
  1040.  
  1041. ts:Slider("X [L]",-1280,1280,tonumber(Torso.Rotation.XL),1,function(a)
  1042. Torso.Rotation.XL = a
  1043. end)
  1044.  
  1045. ts:Slider("Y [L]",-1280,1280,tonumber(Torso.Rotation.YL),1,function(a)
  1046. Torso.Rotation.YL = a
  1047. end)
  1048.  
  1049. ts:Slider("Z [L]",-1280,1280,tonumber(Torso.Rotation.ZL),1,function(a)
  1050. Torso.Rotation.ZL = a
  1051. end)
  1052.  
  1053. ts:Label('Sine Type')
  1054.  
  1055. ts:Toggle("PX Cos/Sin",false,function(a)
  1056. if a == false then
  1057. Torso.Type.PX='cos'
  1058. elseif a == true then
  1059. Torso.Type.PX='sin'
  1060. end
  1061. end)
  1062.  
  1063. ts:Toggle("PY Cos/Sin",false,function(a)
  1064. if a == false then
  1065. Torso.Type.PY='cos'
  1066. elseif a == true then
  1067. Torso.Type.PY='sin'
  1068. end
  1069. end)
  1070.  
  1071. ts:Toggle("PZ Cos/Sin",false,function(a)
  1072. if a == false then
  1073. Torso.Type.PZ='cos'
  1074. elseif a == true then
  1075. Torso.Type.PZ='sin'
  1076. end
  1077. end)
  1078.  
  1079. ts:Toggle("RX Cos/Sin",false,function(a)
  1080. if a == false then
  1081. Torso.Type.RX='cos'
  1082. elseif a == true then
  1083. Torso.Type.RX='sin'
  1084. end
  1085. end)
  1086.  
  1087. ts:Toggle("RY Cos/Sin",false,function(a)
  1088. if a == false then
  1089. Torso.Type.RY='cos'
  1090. elseif a == true then
  1091. Torso.Type.RY='sin'
  1092. end
  1093. end)
  1094.  
  1095. ts:Toggle("RZ Cos/Sin",false,function(a)
  1096. if a == false then
  1097. Torso.Type.RZ='cos'
  1098. elseif a == true then
  1099. Torso.Type.RZ='sin'
  1100. end
  1101. end)
  1102.  
  1103. ts:Label('Speed')
  1104.  
  1105. ts:Slider('PX',-1000,1000,tonumber(Torso.Position.SX),1,function(a)
  1106. Torso.Position.SX = a
  1107. end)
  1108.  
  1109. ts:Slider('PY',-1000,1000,tonumber(Torso.Position.SY),1,function(a)
  1110. Torso.Position.SY = a
  1111. end)
  1112.  
  1113. ts:Slider('PZ',-1000,1000,tonumber(Torso.Position.SZ),1,function(a)
  1114. Torso.Position.SZ = a
  1115. end)
  1116.  
  1117. ts:Slider('RX',-1000,1000,tonumber(Torso.Rotation.SX),1,function(a)
  1118. Torso.Rotation.SX = a
  1119. end)
  1120.  
  1121. ts:Slider('RY',-1000,1000,tonumber(Torso.Rotation.SY),1,function(a)
  1122. Torso.Rotation.SY = a
  1123. end)
  1124.  
  1125. ts:Slider('RZ',-1000,1000,tonumber(Torso.Rotation.SZ),1,function(a)
  1126. Torso.Rotation.SZ = a
  1127. end)
  1128.  
  1129. ras:Label('Position')
  1130.  
  1131. ras:Slider("X",-90,90,tonumber(Right_Arm.Position.X),1,function(a)
  1132. Right_Arm.Position.X = a
  1133. end)
  1134.  
  1135. ras:Slider("Y",-90,90,tonumber(Right_Arm.Position.Y),1,function(a)
  1136. Right_Arm.Position.Y = a
  1137. end)
  1138.  
  1139. ras:Slider("Z",-90,90,tonumber(Right_Arm.Position.Z),1,function(a)
  1140. Right_Arm.Position.Z = a
  1141. end)
  1142.  
  1143. ras:Slider("X [L]",-90,90,tonumber(Right_Arm.Position.XL),1,function(a)
  1144. Right_Arm.Position.XL = a
  1145. end)
  1146.  
  1147. ras:Slider("Y [L]",-90,90,tonumber(Right_Arm.Position.YL),1,function(a)
  1148. Right_Arm.Position.YL = a
  1149. end)
  1150.  
  1151. ras:Slider("Z [L]",-90,90,tonumber(Right_Arm.Position.ZL),1,function(a)
  1152. Right_Arm.Position.ZL = a
  1153. end)
  1154.  
  1155. ras:Label('Rotation')
  1156.  
  1157. ras:Slider("X",-1280,1280,tonumber(Right_Arm.Rotation.X),1,function(a)
  1158. Right_Arm.Rotation.X = a
  1159. end)
  1160.  
  1161. ras:Slider("Y",-1280,1280,tonumber(Right_Arm.Rotation.Y),1,function(a)
  1162. Right_Arm.Rotation.Y = a
  1163. end)
  1164.  
  1165. ras:Slider("Z",-1280,1280,tonumber(Right_Arm.Rotation.Z),1,function(a)
  1166. Right_Arm.Rotation.Z = a
  1167. end)
  1168.  
  1169. ras:Slider("X [L]",-1280,1280,tonumber(Right_Arm.Rotation.XL),1,function(a)
  1170. Right_Arm.Rotation.XL = a
  1171. end)
  1172.  
  1173. ras:Slider("Y [L]",-1280,1280,tonumber(Right_Arm.Rotation.YL),1,function(a)
  1174. Right_Arm.Rotation.YL = a
  1175. end)
  1176.  
  1177. ras:Slider("Z [L]",-1280,1280,tonumber(Right_Arm.Rotation.ZL),1,function(a)
  1178. Right_Arm.Rotation.ZL = a
  1179. end)
  1180.  
  1181. ras:Label('Sine Type')
  1182.  
  1183. ras:Toggle("PX Cos/Sin",false,function(a)
  1184. if a == false then
  1185. Right_Arm.Type.PX='cos'
  1186. elseif a == true then
  1187. Right_Arm.Type.PX='sin'
  1188. end
  1189. end)
  1190.  
  1191. ras:Toggle("PY Cos/Sin",false,function(a)
  1192. if a == false then
  1193. Right_Arm.Type.PY='cos'
  1194. elseif a == true then
  1195. Right_Arm.Type.PY='sin'
  1196. end
  1197. end)
  1198.  
  1199. ras:Toggle("PZ Cos/Sin",false,function(a)
  1200. if a == false then
  1201. Right_Arm.Type.PZ='cos'
  1202. elseif a == true then
  1203. Right_Arm.Type.PZ='sin'
  1204. end
  1205. end)
  1206.  
  1207. ras:Toggle("RX Cos/Sin",false,function(a)
  1208. if a == false then
  1209. Right_Arm.Type.RX='cos'
  1210. elseif a == true then
  1211. Right_Arm.Type.RX='sin'
  1212. end
  1213. end)
  1214.  
  1215. ras:Toggle("RY Cos/Sin",false,function(a)
  1216. if a == false then
  1217. Right_Arm.Type.RY='cos'
  1218. elseif a == true then
  1219. Right_Arm.Type.RY='sin'
  1220. end
  1221. end)
  1222.  
  1223. ras:Toggle("RZ Cos/Sin",false,function(a)
  1224. if a == false then
  1225. Right_Arm.Type.RZ='cos'
  1226. elseif a == true then
  1227. Right_Arm.Type.RZ='sin'
  1228. end
  1229. end)
  1230.  
  1231. ras:Label('Speed')
  1232.  
  1233. ras:Slider('PX',-1000,1000,tonumber(Right_Arm.Position.SX),1,function(a)
  1234. Right_Arm.Position.SX = a
  1235. end)
  1236.  
  1237. ras:Slider('PY',-1000,1000,tonumber(Right_Arm.Position.SY),1,function(a)
  1238. Right_Arm.Position.SY = a
  1239. end)
  1240.  
  1241. ras:Slider('PZ',-1000,1000,tonumber(Right_Arm.Position.SZ),1,function(a)
  1242. Right_Arm.Position.SZ = a
  1243. end)
  1244.  
  1245. ras:Slider('RX',-1000,1000,tonumber(Right_Arm.Rotation.SX),1,function(a)
  1246. Right_Arm.Rotation.SX = a
  1247. end)
  1248.  
  1249. ras:Slider('RY',-1000,1000,tonumber(Right_Arm.Rotation.SY),1,function(a)
  1250. Right_Arm.Rotation.SY = a
  1251. end)
  1252.  
  1253. ras:Slider('RZ',-1000,1000,tonumber(Right_Arm.Rotation.SZ),1,function(a)
  1254. Right_Arm.Rotation.SZ = a
  1255. end)
  1256.  
  1257. las:Label('Position')
  1258.  
  1259. las:Slider("X",-90,90,tonumber(Left_Arm.Position.X),1,function(a)
  1260. Left_Arm.Position.X = a
  1261. end)
  1262.  
  1263. las:Slider("Y",-90,90,tonumber(Left_Arm.Position.Y),1,function(a)
  1264. Left_Arm.Position.Y = a
  1265. end)
  1266.  
  1267. las:Slider("Z",-90,90,tonumber(Left_Arm.Position.Z),1,function(a)
  1268. Left_Arm.Position.Z = a
  1269. end)
  1270.  
  1271. las:Slider("X [L]",-90,90,tonumber(Left_Arm.Position.XL),1,function(a)
  1272. Left_Arm.Position.XL = a
  1273. end)
  1274.  
  1275. las:Slider("Y [L]",-90,90,tonumber(Left_Arm.Position.YL),1,function(a)
  1276. Left_Arm.Position.YL = a
  1277. end)
  1278.  
  1279. las:Slider("Z [L]",-90,90,tonumber(Left_Arm.Position.ZL),1,function(a)
  1280. Left_Arm.Position.ZL = a
  1281. end)
  1282.  
  1283. las:Label('Rotation')
  1284.  
  1285. las:Slider("X",-1280,1280,tonumber(Left_Arm.Rotation.X),1,function(a)
  1286. Left_Arm.Rotation.X = a
  1287. end)
  1288.  
  1289. las:Slider("Y",-1280,1280,tonumber(Left_Arm.Rotation.Y),1,function(a)
  1290. Left_Arm.Rotation.Y = a
  1291. end)
  1292.  
  1293. las:Slider("Z",-1280,1280,tonumber(Left_Arm.Rotation.Z),1,function(a)
  1294. Left_Arm.Rotation.Z = a
  1295. end)
  1296.  
  1297. las:Slider("X [L]",-1280,1280,tonumber(Left_Arm.Rotation.XL),1,function(a)
  1298. Left_Arm.Rotation.XL = a
  1299. end)
  1300.  
  1301. las:Slider("Y [L]",-1280,1280,tonumber(Left_Arm.Rotation.YL),1,function(a)
  1302. Left_Arm.Rotation.YL = a
  1303. end)
  1304.  
  1305. las:Slider("Z [L]",-1280,1280,tonumber(Left_Arm.Rotation.ZL),1,function(a)
  1306. Left_Arm.Rotation.ZL = a
  1307. end)
  1308.  
  1309. las:Label('Sine Type')
  1310.  
  1311. las:Toggle("PX Cos/Sin",false,function(a)
  1312. if a == false then
  1313. Left_Arm.Type.PX='cos'
  1314. elseif a == true then
  1315. Left_Arm.Type.PX='sin'
  1316. end
  1317. end)
  1318.  
  1319. las:Toggle("PY Cos/Sin",false,function(a)
  1320. if a == false then
  1321. Left_Arm.Type.PY='cos'
  1322. elseif a == true then
  1323. Left_Arm.Type.PY='sin'
  1324. end
  1325. end)
  1326.  
  1327. las:Toggle("PZ Cos/Sin",false,function(a)
  1328. if a == false then
  1329. Left_Arm.Type.PZ='cos'
  1330. elseif a == true then
  1331. Left_Arm.Type.PZ='sin'
  1332. end
  1333. end)
  1334.  
  1335. las:Toggle("RX Cos/Sin",false,function(a)
  1336. if a == false then
  1337. Left_Arm.Type.RX='cos'
  1338. elseif a == true then
  1339. Left_Arm.Type.RX='sin'
  1340. end
  1341. end)
  1342.  
  1343. las:Toggle("RY Cos/Sin",false,function(a)
  1344. if a == false then
  1345. Left_Arm.Type.RY='cos'
  1346. elseif a == true then
  1347. Left_Arm.Type.RY='sin'
  1348. end
  1349. end)
  1350.  
  1351. las:Toggle("RZ Cos/Sin",false,function(a)
  1352. if a == false then
  1353. Left_Arm.Type.RZ='cos'
  1354. elseif a == true then
  1355. Left_Arm.Type.RZ='sin'
  1356. end
  1357. end)
  1358.  
  1359. las:Label('Speed')
  1360.  
  1361. las:Slider('PX',-1000,1000,tonumber(Left_Arm.Position.SX),1,function(a)
  1362. Left_Arm.Position.SX = a
  1363. end)
  1364.  
  1365. las:Slider('PY',-1000,1000,tonumber(Left_Arm.Position.SY),1,function(a)
  1366. Left_Arm.Position.SY = a
  1367. end)
  1368.  
  1369. las:Slider('PZ',-1000,1000,tonumber(Left_Arm.Position.SZ),1,function(a)
  1370. Left_Arm.Position.SZ = a
  1371. end)
  1372.  
  1373. las:Slider('RX',-1000,1000,tonumber(Left_Arm.Rotation.SX),1,function(a)
  1374. Left_Arm.Rotation.SX = a
  1375. end)
  1376.  
  1377. las:Slider('RY',-1000,1000,tonumber(Left_Arm.Rotation.SY),1,function(a)
  1378. Left_Arm.Rotation.SY = a
  1379. end)
  1380.  
  1381. las:Slider('RZ',-1000,1000,tonumber(Left_Arm.Rotation.SZ),1,function(a)
  1382. Left_Arm.Rotation.SZ = a
  1383. end)
  1384.  
  1385. rls:Label('Position')
  1386.  
  1387. rls:Slider("X",-90,90,tonumber(Right_Leg.Position.X),1,function(a)
  1388. Right_Leg.Position.X = a
  1389. end)
  1390.  
  1391. rls:Slider("Y",-90,90,tonumber(Right_Leg.Position.Y),1,function(a)
  1392. Right_Leg.Position.Y = a
  1393. end)
  1394.  
  1395. rls:Slider("Z",-90,90,tonumber(Right_Leg.Position.Z),1,function(a)
  1396. Right_Leg.Position.Z = a
  1397. end)
  1398.  
  1399. rls:Slider("X [L]",-90,90,tonumber(Right_Leg.Position.XL),1,function(a)
  1400. Right_Leg.Position.XL = a
  1401. end)
  1402.  
  1403. rls:Slider("Y [L]",-90,90,tonumber(Right_Leg.Position.YL),1,function(a)
  1404. Right_Leg.Position.YL = a
  1405. end)
  1406.  
  1407. rls:Slider("Z [L]",-90,90,tonumber(Right_Leg.Position.ZL),1,function(a)
  1408. Right_Leg.Position.ZL = a
  1409. end)
  1410.  
  1411. rls:Label('Rotation')
  1412.  
  1413. rls:Slider("X",-1280,1280,tonumber(Right_Leg.Rotation.X),1,function(a)
  1414. Right_Leg.Rotation.X = a
  1415. end)
  1416.  
  1417. rls:Slider("Y",-1280,1280,tonumber(Right_Leg.Rotation.Y),1,function(a)
  1418. Right_Leg.Rotation.Y = a
  1419. end)
  1420.  
  1421. rls:Slider("Z",-1280,1280,tonumber(Right_Leg.Rotation.Z),1,function(a)
  1422. Right_Leg.Rotation.Z = a
  1423. end)
  1424.  
  1425. rls:Slider("X [L]",-1280,1280,tonumber(Right_Leg.Rotation.XL),1,function(a)
  1426. Right_Leg.Rotation.XL = a
  1427. end)
  1428.  
  1429. rls:Slider("Y [L]",-1280,1280,tonumber(Right_Leg.Rotation.YL),1,function(a)
  1430. Right_Leg.Rotation.YL = a
  1431. end)
  1432.  
  1433. rls:Slider("Z [L]",-1280,1280,tonumber(Right_Leg.Rotation.ZL),1,function(a)
  1434. Right_Leg.Rotation.ZL = a
  1435. end)
  1436.  
  1437. rls:Label('Sine Type')
  1438.  
  1439. rls:Toggle("PX Cos/Sin",false,function(a)
  1440. if a == false then
  1441. Right_Leg.Type.PX='cos'
  1442. elseif a == true then
  1443. Right_Leg.Type.PX='sin'
  1444. end
  1445. end)
  1446.  
  1447. rls:Toggle("PY Cos/Sin",false,function(a)
  1448. if a == false then
  1449. Right_Leg.Type.PY='cos'
  1450. elseif a == true then
  1451. Right_Leg.Type.PY='sin'
  1452. end
  1453. end)
  1454.  
  1455. rls:Toggle("PZ Cos/Sin",false,function(a)
  1456. if a == false then
  1457. Right_Leg.Type.PZ='cos'
  1458. elseif a == true then
  1459. Right_Leg.Type.PZ='sin'
  1460. end
  1461. end)
  1462.  
  1463. rls:Toggle("RX Cos/Sin",false,function(a)
  1464. if a == false then
  1465. Right_Leg.Type.RX='cos'
  1466. elseif a == true then
  1467. Right_Leg.Type.RX='sin'
  1468. end
  1469. end)
  1470.  
  1471. rls:Toggle("RY Cos/Sin",false,function(a)
  1472. if a == false then
  1473. Right_Leg.Type.RY='cos'
  1474. elseif a == true then
  1475. Right_Leg.Type.RY='sin'
  1476. end
  1477. end)
  1478.  
  1479. rls:Toggle("RZ Cos/Sin",false,function(a)
  1480. if a == false then
  1481. Right_Leg.Type.RZ='cos'
  1482. elseif a == true then
  1483. Right_Leg.Type.RZ='sin'
  1484. end
  1485. end)
  1486.  
  1487. rls:Label('Speed')
  1488.  
  1489. rls:Slider('PX',-1000,1000,tonumber(Right_Leg.Position.SX),1,function(a)
  1490. Right_Leg.Position.SX = a
  1491. end)
  1492.  
  1493. rls:Slider('PY',-1000,1000,tonumber(Right_Leg.Position.SY),1,function(a)
  1494. Right_Leg.Position.SY = a
  1495. end)
  1496.  
  1497. rls:Slider('PZ',-1000,1000,tonumber(Right_Leg.Position.SZ),1,function(a)
  1498. Right_Leg.Position.SZ = a
  1499. end)
  1500.  
  1501. rls:Slider('RX',-1000,1000,tonumber(Right_Leg.Rotation.SX),1,function(a)
  1502. Right_Leg.Rotation.SX = a
  1503. end)
  1504.  
  1505. rls:Slider('RY',-1000,1000,tonumber(Right_Leg.Rotation.SY),1,function(a)
  1506. Right_Leg.Rotation.SY = a
  1507. end)
  1508.  
  1509. rls:Slider('RZ',-1000,1000,tonumber(Right_Leg.Rotation.SZ),1,function(a)
  1510. Right_Leg.Rotation.SZ = a
  1511. end)
  1512.  
  1513. lls:Label('Position')
  1514.  
  1515. lls:Slider("X",-90,90,tonumber(Left_Leg.Position.X),1,function(a)
  1516. Left_Leg.Position.X = a
  1517. end)
  1518.  
  1519. lls:Slider("Y",-90,90,tonumber(Left_Leg.Position.Y),1,function(a)
  1520. Left_Leg.Position.Y = a
  1521. end)
  1522.  
  1523. lls:Slider("Z",-90,90,tonumber(Left_Leg.Position.Z),1,function(a)
  1524. Left_Leg.Position.Z = a
  1525. end)
  1526.  
  1527. lls:Slider("X [L]",-90,90,tonumber(Left_Leg.Position.XL),1,function(a)
  1528. Left_Leg.Position.XL = a
  1529. end)
  1530.  
  1531. lls:Slider("Y [L]",-90,90,tonumber(Left_Leg.Position.YL),1,function(a)
  1532. Left_Leg.Position.YL = a
  1533. end)
  1534.  
  1535. lls:Slider("Z [L]",-90,90,tonumber(Left_Leg.Position.ZL),1,function(a)
  1536. Left_Leg.Position.ZL = a
  1537. end)
  1538.  
  1539. lls:Label('Rotation')
  1540.  
  1541. lls:Slider("X",-1280,1280,tonumber(Left_Leg.Rotation.X),1,function(a)
  1542. Left_Leg.Rotation.X = a
  1543. end)
  1544.  
  1545. lls:Slider("Y",-1280,1280,tonumber(Left_Leg.Rotation.Y),1,function(a)
  1546. Left_Leg.Rotation.Y = a
  1547. end)
  1548.  
  1549. lls:Slider("Z",-1280,1280,tonumber(Left_Leg.Rotation.Z),1,function(a)
  1550. Left_Leg.Rotation.Z = a
  1551. end)
  1552.  
  1553. lls:Slider("X [L]",-1280,1280,tonumber(Left_Leg.Rotation.XL),1,function(a)
  1554. Left_Leg.Rotation.XL = a
  1555. end)
  1556.  
  1557. lls:Slider("Y [L]",-1280,1280,tonumber(Left_Leg.Rotation.YL),1,function(a)
  1558. Left_Leg.Rotation.YL = a
  1559. end)
  1560.  
  1561. lls:Slider("Z [L]",-1280,1280,tonumber(Left_Leg.Rotation.ZL),1,function(a)
  1562. Left_Leg.Rotation.ZL = a
  1563. end)
  1564.  
  1565. lls:Label('Sine Type')
  1566.  
  1567. lls:Toggle("PX Cos/Sin",false,function(a)
  1568. if a == false then
  1569. Left_Leg.Type.PX='cos'
  1570. elseif a == true then
  1571. Left_Leg.Type.PX='sin'
  1572. end
  1573. end)
  1574.  
  1575. lls:Toggle("PY Cos/Sin",false,function(a)
  1576. if a == false then
  1577. Left_Leg.Type.PY='cos'
  1578. elseif a == true then
  1579. Left_Leg.Type.PY='sin'
  1580. end
  1581. end)
  1582.  
  1583. lls:Toggle("PZ Cos/Sin",false,function(a)
  1584. if a == false then
  1585. Left_Leg.Type.PZ='cos'
  1586. elseif a == true then
  1587. Left_Leg.Type.PZ='sin'
  1588. end
  1589. end)
  1590.  
  1591. lls:Toggle("RX Cos/Sin",false,function(a)
  1592. if a == false then
  1593. Left_Leg.Type.RX='cos'
  1594. elseif a == true then
  1595. Left_Leg.Type.RX='sin'
  1596. end
  1597. end)
  1598.  
  1599. lls:Toggle("RY Cos/Sin",false,function(a)
  1600. if a == false then
  1601. Left_Leg.Type.RY='cos'
  1602. elseif a == true then
  1603. Left_Leg.Type.RY='sin'
  1604. end
  1605. end)
  1606.  
  1607. lls:Toggle("RZ Cos/Sin",false,function(a)
  1608. if a == false then
  1609. Left_Leg.Type.RZ='cos'
  1610. elseif a == true then
  1611. Left_Leg.Type.RZ='sin'
  1612. end
  1613. end)
  1614.  
  1615. lls:Label('Speed')
  1616.  
  1617. lls:Slider('PX',-1000,1000,tonumber(Left_Leg.Position.SX),1,function(a)
  1618. Left_Leg.Position.SX = a
  1619. end)
  1620.  
  1621. lls:Slider('PY',-1000,1000,tonumber(Left_Leg.Position.SY),1,function(a)
  1622. Left_Leg.Position.SY = a
  1623. end)
  1624.  
  1625. lls:Slider('PZ',-1000,1000,tonumber(Left_Leg.Position.SZ),1,function(a)
  1626. Left_Leg.Position.SZ = a
  1627. end)
  1628.  
  1629. lls:Slider('RX',-1000,1000,tonumber(Left_Leg.Rotation.SX),1,function(a)
  1630. Left_Leg.Rotation.SX = a
  1631. end)
  1632.  
  1633. lls:Slider('RY',-1000,1000,tonumber(Left_Leg.Rotation.SY),1,function(a)
  1634. Left_Leg.Rotation.SY = a
  1635. end)
  1636.  
  1637. lls:Slider('RZ',-1000,1000,tonumber(Left_Leg.Rotation.SZ),1,function(a)
  1638. Left_Leg.Rotation.SZ = a
  1639. end)
  1640.  
  1641. hats={}
  1642. parts={}
  1643.  
  1644. act={}
  1645.  
  1646. te=table.insert
  1647.  
  1648. for i,v in next, game.Players.LocalPlayer.Character:GetDescendants() do
  1649. if v:IsA('Accessory') then
  1650. table.insert(hats,v.Name)
  1651. end
  1652. end
  1653.  
  1654. for i,v in next, game.Players.LocalPlayer.Character:GetChildren() do
  1655. if v:IsA('BasePart') then
  1656. table.insert(parts,v.Name)
  1657. end
  1658. end
  1659.  
  1660. hat1sel=hats[1] or ""
  1661. hat2sel=hats[2] or ""
  1662. hat3sel=hats[3] or ""
  1663. hat4sel=hats[4] or ""
  1664. hat5sel=hats[5] or ""
  1665. hat6sel=hats[6] or ""
  1666. hat7sel=hats[7] or ""
  1667. hat8sel=hats[8] or ""
  1668. hat9sel=hats[9] or ""
  1669. hat10sel=hats[10] or ""
  1670.  
  1671. part1sel="Head"
  1672. part2sel="Head"
  1673. part3sel="Head"
  1674. part4sel="Head"
  1675. part5sel="Head"
  1676. part6sel="Head"
  1677. part7sel="Head"
  1678. part8sel="Head"
  1679. part9sel="Head"
  1680. part10sel="Head"
  1681.  
  1682. nmse1=false
  1683. nmse2=false
  1684. nmse3=false
  1685. nmse4=false
  1686. nmse5=false
  1687. nmse6=false
  1688. nmse7=false
  1689. nmse8=false
  1690. nmse9=false
  1691. nmsel0=false
  1692.  
  1693. hat1:Label('Hats/Parts Attach')
  1694.  
  1695. h=hat1:Dropdown('Hat',hats,1,function(a)
  1696. hat1sel=a
  1697. end)
  1698.  
  1699. hat1:Dropdown('Part',parts,1,function(a)
  1700. part1sel=a
  1701. end)
  1702.  
  1703. hat1:Button('Remove Mesh',function()
  1704. rmesh(hat1sel)
  1705. nmse1=true
  1706. end)
  1707.  
  1708. hat1:Button('Debug',function()
  1709. if game.Players.LocalPlayer.Character == workspace[game.Players.LocalPlayer.Name] then return end
  1710. rm=game.Players.LocalPlayer.Character
  1711. rm[hat1sel].Handle.AccessoryWeld.Part1=rm[part1sel]
  1712. rm[hat1sel].Handle.AccessoryWeld.C1=CFrame.new()
  1713. te(act,game:GetService('RunService').RenderStepped:Connect(function()
  1714. 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)))
  1715. rm[hat1sel].Handle.AccessoryWeld.C1=cf(Hat1CF.C1.X,Hat1CF.C1.Y,Hat1CF.C1.Z)
  1716. end))
  1717. te(act,rm.Humanoid.Died:Connect(function()
  1718. nmse1=false
  1719. for i,v in next, act do
  1720. v:Disconnect()
  1721. end
  1722. end))
  1723. end)
  1724.  
  1725. hat1:Button('Refresh Hats',function()
  1726. hats={}
  1727. for i,v in next, game.Players.LocalPlayer.Character:GetDescendants() do
  1728. if v:IsA('Accessory') then
  1729. table.insert(hats,v.Name)
  1730. end
  1731. end
  1732. h:Refresh(hats,0)
  1733. end)
  1734.  
  1735. hat1:Label('Position')
  1736.  
  1737. hat1:Slider("X",-90,90,tonumber(Hat1CF.Position.X),1,function(a)
  1738. Hat1CF.Position.X = a
  1739. end)
  1740.  
  1741. hat1:Slider("Y",-90,90,tonumber(Hat1CF.Position.Y),1,function(a)
  1742. Hat1CF.Position.Y = a
  1743. end)
  1744.  
  1745. hat1:Slider("Z",-90,90,tonumber(Hat1CF.Position.Z),1,function(a)
  1746. Hat1CF.Position.Z = a
  1747. end)
  1748.  
  1749. hat1:Slider("X [L]",-90,90,tonumber(Hat1CF.Position.XL),1,function(a)
  1750. Hat1CF.Position.XL = a
  1751. end)
  1752.  
  1753. hat1:Slider("Y [L]",-90,90,tonumber(Hat1CF.Position.YL),1,function(a)
  1754. Hat1CF.Position.YL = a
  1755. end)
  1756.  
  1757. hat1:Slider("Z [L]",-90,90,tonumber(Hat1CF.Position.ZL),1,function(a)
  1758. Hat1CF.Position.ZL = a
  1759. end)
  1760.  
  1761. hat1:Label('Rotation')
  1762.  
  1763. hat1:Slider("X",-1280,1280,tonumber(Hat1CF.Rotation.X),1,function(a)
  1764. Hat1CF.Rotation.X = a
  1765. end)
  1766.  
  1767. hat1:Slider("Y",-1280,1280,tonumber(Hat1CF.Rotation.Y),1,function(a)
  1768. Hat1CF.Rotation.Y = a
  1769. end)
  1770.  
  1771. hat1:Slider("Z",-1280,1280,tonumber(Hat1CF.Rotation.Z),1,function(a)
  1772. Hat1CF.Rotation.Z = a
  1773. end)
  1774.  
  1775. hat1:Slider("X [L]",-1280,1280,tonumber(Hat1CF.Rotation.XL),1,function(a)
  1776. Hat1CF.Rotation.XL = a
  1777. end)
  1778.  
  1779. hat1:Slider("Y [L]",-1280,1280,tonumber(Hat1CF.Rotation.YL),1,function(a)
  1780. Hat1CF.Rotation.YL = a
  1781. end)
  1782.  
  1783. hat1:Slider("Z [L]",-1280,1280,tonumber(Hat1CF.Rotation.ZL),1,function(a)
  1784. Hat1CF.Rotation.ZL = a
  1785. end)
  1786.  
  1787. hat1:Label('C1')
  1788.  
  1789. hat1:Slider('X',-1000,1000,tonumber(Hat1CF.C1.X),1,function(a)
  1790. Hat1CF.C1.X = a
  1791. end)
  1792.  
  1793. hat1:Slider('Y',-1000,1000,tonumber(Hat1CF.C1.Y),1,function(a)
  1794. Hat1CF.C1.Y = a
  1795. end)
  1796.  
  1797. hat1:Slider('Z',-1000,1000,tonumber(Hat1CF.C1.Z),1,function(a)
  1798. Hat1CF.C1.Z = a
  1799. end)
  1800.  
  1801. hat1:Label('Sine Type')
  1802.  
  1803. hat1:Toggle("PX Cos/Sin",false,function(a)
  1804. if a == false then
  1805. Hat1CF.Type.PX='cos'
  1806. elseif a == true then
  1807. Hat1CF.Type.PX='sin'
  1808. end
  1809. end)
  1810.  
  1811. hat1:Toggle("PY Cos/Sin",false,function(a)
  1812. if a == false then
  1813. Hat1CF.Type.PY='cos'
  1814. elseif a == true then
  1815. Hat1CF.Type.PY='sin'
  1816. end
  1817. end)
  1818.  
  1819. hat1:Toggle("PZ Cos/Sin",false,function(a)
  1820. if a == false then
  1821. Hat1CF.Type.PZ='cos'
  1822. elseif a == true then
  1823. Hat1CF.Type.PZ='sin'
  1824. end
  1825. end)
  1826.  
  1827. hat1:Toggle("RX Cos/Sin",false,function(a)
  1828. if a == false then
  1829. Hat1CF.Type.RX='cos'
  1830. elseif a == true then
  1831. Hat1CF.Type.RX='sin'
  1832. end
  1833. end)
  1834.  
  1835. hat1:Toggle("RY Cos/Sin",false,function(a)
  1836. if a == false then
  1837. Hat1CF.Type.RY='cos'
  1838. elseif a == true then
  1839. Hat1CF.Type.RY='sin'
  1840. end
  1841. end)
  1842.  
  1843. hat1:Toggle("RZ Cos/Sin",false,function(a)
  1844. if a == false then
  1845. Hat1CF.Type.RZ='cos'
  1846. elseif a == true then
  1847. Hat1CF.Type.RZ='sin'
  1848. end
  1849. end)
  1850.  
  1851. hat1:Label('Speed')
  1852.  
  1853. hat1:Slider('PX',-1000,1000,tonumber(Hat1CF.Position.SX),1,function(a)
  1854. Hat1CF.Position.SX = a
  1855. end)
  1856.  
  1857. hat1:Slider('PY',-1000,1000,tonumber(Hat1CF.Position.SY),1,function(a)
  1858. Hat1CF.Position.SY = a
  1859. end)
  1860.  
  1861. hat1:Slider('PZ',-1000,1000,tonumber(Hat1CF.Position.SZ),1,function(a)
  1862. Hat1CF.Position.SZ = a
  1863. end)
  1864.  
  1865. hat1:Slider('RX',-1000,1000,tonumber(Hat1CF.Rotation.SX),1,function(a)
  1866. Hat1CF.Rotation.SX = a
  1867. end)
  1868.  
  1869. hat1:Slider('RY',-1000,1000,tonumber(Hat1CF.Rotation.SY),1,function(a)
  1870. Hat1CF.Rotation.SY = a
  1871. end)
  1872.  
  1873. hat1:Slider('RZ',-1000,1000,tonumber(Hat1CF.Rotation.SZ),1,function(a)
  1874. Hat1CF.Rotation.SZ = a
  1875. end)
  1876.  
  1877. cnvs:Label('Templates')
  1878.  
  1879. cnvs:Button('Copy Simple',function()
  1880. notf('Nexo Animator V4','Simple Template copied!')
  1881. setclipboard([=[
  1882. function rmesh(a)
  1883. if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
  1884. old=game.Players.LocalPlayer.Character
  1885. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  1886. for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
  1887. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  1888. v:Remove()
  1889. end
  1890. end
  1891. for i = 1 , 2 do
  1892. game.Players.LocalPlayer.Character=old
  1893. end
  1894. end
  1895.  
  1896. 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
  1897.  
  1898. IT = Instance.new
  1899. CF = CFrame.new
  1900. VT = Vector3.new
  1901. RAD = math.rad
  1902. C3 = Color3.new
  1903. UD2 = UDim2.new
  1904. BRICKC = BrickColor.new
  1905. ANGLES = CFrame.Angles
  1906. EULER = CFrame.fromEulerAnglesXYZ
  1907. COS = math.cos
  1908. ACOS = math.acos
  1909. SIN = math.sin
  1910. ASIN = math.asin
  1911. ABS = math.abs
  1912. MRANDOM = math.random
  1913. FLOOR = math.floor
  1914.  
  1915. speed = 1
  1916. sine = 1
  1917. srv = game:GetService('RunService')
  1918.  
  1919. reanim = game.Players.LocalPlayer.Character
  1920.  
  1921. function hat(h,p,c1,c0,m)
  1922. reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
  1923. reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
  1924. reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
  1925. if m == true then
  1926. rmesh(h)
  1927. end
  1928. end
  1929.  
  1930. m=game.Players.LocalPlayer:GetMouse()
  1931. RJ = reanim.HumanoidRootPart.RootJoint
  1932. RS = reanim.Torso['Right Shoulder']
  1933. LS = reanim.Torso['Left Shoulder']
  1934. RH = reanim.Torso['Right Hip']
  1935. LH = reanim.Torso['Left Hip']
  1936. Root = reanim.HumanoidRootPart
  1937. NECK = reanim.Torso.Neck
  1938. NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1939. NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1940. RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1941. RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1942. RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1943. LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1944. RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1945. LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1946. RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1947. LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1948. RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1949. LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  1950.  
  1951. -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
  1952.  
  1953. coroutine.wrap(function()
  1954. while true do -- anim changer
  1955. if HumanDied then break end
  1956. sine = sine + speed
  1957. local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  1958. local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
  1959. local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  1960. local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
  1961. local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
  1962. local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
  1963. if lookvector > reanim.Humanoid.WalkSpeed then
  1964. lookvector = reanim.Humanoid.WalkSpeed
  1965. end
  1966. if lookvector < -reanim.Humanoid.WalkSpeed then
  1967. lookvector = -reanim.Humanoid.WalkSpeed
  1968. end
  1969. if rightvector > reanim.Humanoid.WalkSpeed then
  1970. rightvector = reanim.Humanoid.WalkSpeed
  1971. end
  1972. if rightvector < -reanim.Humanoid.WalkSpeed then
  1973. rightvector = -reanim.Humanoid.WalkSpeed
  1974. end
  1975. local lookvel = lookvector / reanim.Humanoid.WalkSpeed
  1976. local rightvel = rightvector / reanim.Humanoid.WalkSpeed
  1977. if reanim.Humanoid.Jump then -- jump
  1978. --jump clerp here
  1979. elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
  1980. --fall clerp here
  1981. elseif Root.Velocity.Magnitude < 2 then -- idle
  1982. --idle clerp here
  1983. elseif Root.Velocity.Magnitude < 20 then -- walk
  1984. --walk clerp here
  1985. elseif Root.Velocity.Magnitude > 20 then -- run
  1986. --run clerp here
  1987. end
  1988. srv.RenderStepped:Wait()
  1989. end
  1990. end)()
  1991. --Created using Nexo Animator V4]=])
  1992. end)
  1993.  
  1994. cnvs:Button('Copy Torso Fling (Simple)',function()
  1995. notf('Nexo Animator V4','Torso Fling Template copied!')
  1996. setclipboard([=[
  1997. function rmesh(a)
  1998. if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
  1999. old=game.Players.LocalPlayer.Character
  2000. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  2001. for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
  2002. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  2003. v:Remove()
  2004. end
  2005. end
  2006. for i = 1 , 2 do
  2007. game.Players.LocalPlayer.Character=old
  2008. end
  2009. end
  2010.  
  2011. 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
  2012.  
  2013. IT = Instance.new
  2014. CF = CFrame.new
  2015. VT = Vector3.new
  2016. RAD = math.rad
  2017. C3 = Color3.new
  2018. UD2 = UDim2.new
  2019. BRICKC = BrickColor.new
  2020. ANGLES = CFrame.Angles
  2021. EULER = CFrame.fromEulerAnglesXYZ
  2022. COS = math.cos
  2023. ACOS = math.acos
  2024. SIN = math.sin
  2025. ASIN = math.asin
  2026. ABS = math.abs
  2027. MRANDOM = math.random
  2028. FLOOR = math.floor
  2029.  
  2030. speed = 1
  2031. sine = 1
  2032. srv = game:GetService('RunService')
  2033.  
  2034. reanim = game.Players.LocalPlayer.Character
  2035.  
  2036. function hat(h,p,c1,c0,m)
  2037. reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
  2038. reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
  2039. reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
  2040. if m == true then
  2041. rmesh(h)
  2042. end
  2043. end
  2044.  
  2045. m=game.Players.LocalPlayer:GetMouse()
  2046. RJ = reanim.HumanoidRootPart.RootJoint
  2047. RS = reanim.Torso['Right Shoulder']
  2048. LS = reanim.Torso['Left Shoulder']
  2049. RH = reanim.Torso['Right Hip']
  2050. LH = reanim.Torso['Left Hip']
  2051. Root = reanim.HumanoidRootPart
  2052. NECK = reanim.Torso.Neck
  2053. NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2054. NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2055. RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2056. RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2057. RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2058. LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2059. RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2060. LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2061. RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2062. LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2063. RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2064. LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2065.  
  2066. -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
  2067.  
  2068. coroutine.wrap(function()
  2069. while true do -- anim changer
  2070. if HumanDied then break end
  2071. sine = sine + speed
  2072. local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  2073. local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
  2074. local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  2075. local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
  2076. local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
  2077. local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
  2078. if lookvector > reanim.Humanoid.WalkSpeed then
  2079. lookvector = reanim.Humanoid.WalkSpeed
  2080. end
  2081. if lookvector < -reanim.Humanoid.WalkSpeed then
  2082. lookvector = -reanim.Humanoid.WalkSpeed
  2083. end
  2084. if rightvector > reanim.Humanoid.WalkSpeed then
  2085. rightvector = reanim.Humanoid.WalkSpeed
  2086. end
  2087. if rightvector < -reanim.Humanoid.WalkSpeed then
  2088. rightvector = -reanim.Humanoid.WalkSpeed
  2089. end
  2090. local lookvel = lookvector / reanim.Humanoid.WalkSpeed
  2091. local rightvel = rightvector / reanim.Humanoid.WalkSpeed
  2092. if reanim.Humanoid.Jump then -- jump
  2093. --jump clerp here
  2094. elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
  2095. --fall clerp here
  2096. elseif Root.Velocity.Magnitude < 2 then -- idle
  2097. --idle clerp here
  2098. elseif Root.Velocity.Magnitude < 20 then -- walk
  2099. --walk clerp here
  2100. elseif Root.Velocity.Magnitude > 20 then -- run
  2101. --run clerp here
  2102. end
  2103. srv.RenderStepped:Wait()
  2104. end
  2105. end)()
  2106. --Created using Nexo Animator V4]=])
  2107. end)
  2108.  
  2109. cnvs:Button('Copy Leg Fling (Simple)',function()
  2110. notf('Nexo Animator V4','Leg Fling Template copied!')
  2111. setclipboard([=[
  2112. clickfling = true -- set this to false if u dont want click fling or use torso fling
  2113.  
  2114. function rmesh(a)
  2115. if not (workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('Mesh') or workspace[game.Players.LocalPlayer.Name][a].Handle:FindFirstChild('SpecialMesh')) then return end
  2116. old=game.Players.LocalPlayer.Character
  2117. game.Players.LocalPlayer.Character=workspace[game.Players.LocalPlayer.Name]
  2118. for i,v in next, workspace[game.Players.LocalPlayer.Name]:FindFirstChild(a).Handle:GetDescendants() do
  2119. if v:IsA('Mesh') or v:IsA('SpecialMesh') then
  2120. v:Remove()
  2121. end
  2122. end
  2123. for i = 1 , 2 do
  2124. game.Players.LocalPlayer.Character=old
  2125. end
  2126. end
  2127.  
  2128. 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))
  2129.  
  2130. IT = Instance.new
  2131. CF = CFrame.new
  2132. VT = Vector3.new
  2133. RAD = math.rad
  2134. C3 = Color3.new
  2135. UD2 = UDim2.new
  2136. BRICKC = BrickColor.new
  2137. ANGLES = CFrame.Angles
  2138. EULER = CFrame.fromEulerAnglesXYZ
  2139. COS = math.cos
  2140. ACOS = math.acos
  2141. SIN = math.sin
  2142. ASIN = math.asin
  2143. ABS = math.abs
  2144. MRANDOM = math.random
  2145. FLOOR = math.floor
  2146.  
  2147. speed = 1
  2148. sine = 1
  2149. srv = game:GetService('RunService')
  2150.  
  2151. reanim = game.Players.LocalPlayer.Character
  2152.  
  2153. function hat(h,p,c1,c0,m)
  2154. reanim[h].Handle.AccessoryWeld.Part1=reanim[p]
  2155. reanim[h].Handle.AccessoryWeld.C1=c1 or CFrame.new()
  2156. reanim[h].Handle.AccessoryWeld.C0=reanim[h].Handle.AccessoryWeld.C0:Lerp(c0 or CFrame.new(),1)
  2157. if m == true then
  2158. rmesh(h)
  2159. end
  2160. end
  2161.  
  2162. m=game.Players.LocalPlayer:GetMouse()
  2163. RJ = reanim.HumanoidRootPart.RootJoint
  2164. RS = reanim.Torso['Right Shoulder']
  2165. LS = reanim.Torso['Left Shoulder']
  2166. RH = reanim.Torso['Right Hip']
  2167. LH = reanim.Torso['Left Hip']
  2168. Root = reanim.HumanoidRootPart
  2169. NECK = reanim.Torso.Neck
  2170. NECK.C0 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2171. NECK.C1 = CF(0,-0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2172. RJ.C1 = CF(0,-1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2173. RJ.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2174. RS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2175. LS.C1 = CF(0,0.5,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2176. RH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2177. LH.C1 = CF(0,1,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2178. RH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2179. LH.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2180. RS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2181. LS.C0 = CF(0,0,0)*ANGLES(RAD(0),RAD(0),RAD(0))
  2182.  
  2183. -- for modes u can go in this link : https://Nexo.notxeneon15.repl.co/nexo/modes.lua
  2184.  
  2185. coroutine.wrap(function()
  2186. while true do -- anim changer
  2187. if HumanDied then break end
  2188. sine = sine + speed
  2189. local rlegray = Ray.new(reanim["Right Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  2190. local rlegpart, rlegendPoint = workspace:FindPartOnRay(rlegray, char)
  2191. local llegray = Ray.new(reanim["Left Leg"].Position + Vector3.new(0, 0.5, 0), Vector3.new(0, -2, 0))
  2192. local llegpart, llegendPoint = workspace:FindPartOnRay(llegray, char)
  2193. local rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
  2194. local lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
  2195. if lookvector > reanim.Humanoid.WalkSpeed then
  2196. lookvector = reanim.Humanoid.WalkSpeed
  2197. end
  2198. if lookvector < -reanim.Humanoid.WalkSpeed then
  2199. lookvector = -reanim.Humanoid.WalkSpeed
  2200. end
  2201. if rightvector > reanim.Humanoid.WalkSpeed then
  2202. rightvector = reanim.Humanoid.WalkSpeed
  2203. end
  2204. if rightvector < -reanim.Humanoid.WalkSpeed then
  2205. rightvector = -reanim.Humanoid.WalkSpeed
  2206. end
  2207. local lookvel = lookvector / reanim.Humanoid.WalkSpeed
  2208. local rightvel = rightvector / reanim.Humanoid.WalkSpeed
  2209. if reanim.Humanoid.Jump then -- jump
  2210. --jump clerp here
  2211. elseif Root.Velocity.y < -1 and reanim.Humanoid.Jump then -- fall
  2212. --fall clerp here
  2213. elseif Root.Velocity.Magnitude < 2 then -- idle
  2214. --idle clerp here
  2215. elseif Root.Velocity.Magnitude < 20 then -- walk
  2216. --walk clerp here
  2217. elseif Root.Velocity.Magnitude > 20 then -- run
  2218. --run clerp here
  2219. end
  2220. srv.RenderStepped:Wait()
  2221. end
  2222. end)()
  2223. --Created using Nexo Animator V4]=])
  2224. end)
  2225.  
  2226. cnvs:Label('Lerps')
  2227.  
  2228. cnvs:Button('Copy Lerps',function()
  2229. get()
  2230. end)
  2231.  
  2232. cnvs:Label('Hat')
  2233.  
  2234. hatcnvs={
  2235. "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)..")"
  2236. }
  2237.  
  2238. function hcpy(bool)
  2239. hatcnvs={
  2240. "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)..")"
  2241. }
  2242. setclipboard(hatcnvs[bool])
  2243. end
  2244.  
  2245. function updhats()
  2246. hatcnvs={
  2247. "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)..")"
  2248. }
  2249. end
  2250.  
  2251. cnvs:Button('Copy Hat',function()
  2252. notf('Nexo Animator V4','Hat Copied to clipboard')
  2253. hcpy(1)
  2254. end)
  2255.  
  2256. cnvs:Button('Copy Hat Lerps',function()
  2257. notf('Nexo Animator V4','Hat Lerps Copied to clipboard')
  2258. 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)]])
  2259. end)
  2260.  
  2261. for i,v in next, game.CoreGui.RobloxGui['Test UI']:GetDescendants() do
  2262. if v:IsA('UICorner') then
  2263. v.CornerRadius = UDim.new(0,4)
  2264. end
  2265. end
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