r15 welds

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local chr = owner.Character local root = chr.HumanoidRootPart function joint(p0, p1, c0, c1) local w = Instance.new("Weld") w.Part0 = p0 w.Part1 = p1 w.C0 = c0 w.C1 = c1 w.Parent = p0 return w end nk = joint(chr.UpperTorso, chr.Head, CFrame.new(0, 0.95, 0), CFrame.new(0, -0.475, 0)) rj = joint(root, chr.LowerTorso, CFrame.new(0, -0.125, 0), CFrame.new(0, 0.55, 0)) ws = joint(chr.LowerTorso, chr.UpperTorso, CFrame.new(0, 0.1, 0), CFrame.new(0, -0.7, 0)) rs = joint(chr.UpperTorso, chr["RightUpperArm"], CFrame.new(1.5, 0.75, 0), CFrame.new(0, 0.5, 0)) ls = joint(chr.UpperTorso, chr["LeftUpperArm"], CFrame.new(-1.5, 0.75, 0), CFrame.new(0, 0.5, 0)) re = joint(chr["RightUpperArm"], chr["RightLowerArm"], CFrame.new(0, -0.3, 0), CFrame.new(0, 0.25, 0)) le = joint(chr["LeftUpperArm"], chr["LeftLowerArm"], CFrame.new(0, -0.3, 0), CFrame.new(0, 0.25, 0)) rw = joint(chr["RightLowerArm"], chr["RightHand"], CFrame.new(0, -0.3, 0), CFrame.new(0, 0.3, 0)) lw = joint(chr["LeftLowerArm"], chr["LeftHand"], CFrame.new(0, -0.3, 0), CFrame.new(0, 0.3, 0)) rh = joint(chr.LowerTorso, chr["RightUpperLeg"], CFrame.new(0.5, -0.35, 0), CFrame.new(0, 0.35, 0)) lh = joint(chr.LowerTorso, chr["LeftUpperLeg"], CFrame.new(-0.5, -0.35, 0), CFrame.new(0, 0.35, 0)) rk = joint(chr["RightUpperLeg"], chr["RightLowerLeg"], CFrame.new(0, -0.4, 0), CFrame.new(0, 0.37, 0)) lk = joint(chr["LeftUpperLeg"], chr["LeftLowerLeg"], CFrame.new(0, -0.4, 0), CFrame.new(0, 0.37, 0)) ra = joint(chr["RightLowerLeg"], chr["RightFoot"], CFrame.new(0, -0.3, 0), CFrame.new(0, 0.3, 0)) la = joint(chr["LeftLowerLeg"], chr["LeftFoot"], CFrame.new(0, -0.3, 0), CFrame.new(0, 0.3, 0)) nkc0, rjc0, wsc0 = nk.c0, rj.c0, ws.c0 lsc0, lec0, lwc0, rsc0, rec0, rwc0 = ls.c0, le.c0, lw.c0, rs.c0, re.c0, rw.c0 lhc0, lkc0, lac0, rhc0, rkc0, rac0 = lh.c0, lk.c0, la.c0, rh.c0, rk.c0, ra.c0 local joints = { ["nk"] = nk, ["rj"] = rj, ["ws"] = ws, ["ls"] = ls, ["le"] = le, ["lw"] = lw, ["rs"] = rs, ["re"] = re, ["rw"] = rw, ["lh"] = lh, ["lk"] = lk, ["la"] = la, ["rh"] = rh, ["rk"] = rk, ["ra"] = ra } local t = os.clock() local dt = os.clock() local exactVel = 0 local vel = 0 local animMove = true local action = "Idle" local animTable = { ["Idle"] = function() return { ["rj"] = rjc0, ["ws"] = wsc0, ["nk"] = nkc0, ["ls"] = lsc0, ["le"] = lec0, ["lw"] = lwc0, ["rs"] = rsc0, ["re"] = rec0, ["rw"] = rwc0, ["lh"] = lhc0, ["lk"] = lkc0, ["la"] = lac0, ["rh"] = rhc0, ["rk"] = rkc0, ["ra"] = rac0 } end; } game:GetService("RunService").PostSimulation:Connect(function(delta) dt = delta t = os.clock() * 60 exactVel = CFrame.new(root.CFrame:VectorToObjectSpace(root.Velocity)) vel = Vector3.new(math.clamp(exactVel.x, -32, 32), math.clamp(exactVel.y, -32, 32), math.clamp(exactVel.z, -32, 32)) for i, v in joints do v.C0 = animTable[action]()[i] end end)
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