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fard anim

Snippet info

Language

Lua

Visibility

public

Author

dinoturto

Created

2021-09-28T22:49:35.953495Z

Updated

2024-03-21T11:36:40.874433Z

local chr = owner.Character
local root = chr.HumanoidRootPart
local hum = chr.Humanoid

local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Exclude
raycastParams.IgnoreWater = true
raycastParams.RespectCanCollide = true
raycastParams.FilterDescendantsInstances = {chr}

function joint(p0, p1, c0, c1, name)
    local w = Instance.new("Weld")
    w.Part0 = p0
    w.Part1 = p1
    w.C0 = c0
    w.C1 = c1
    w.Name = name
    w.Parent = p0
    return w
end

local nk = joint(chr.Torso, chr.Head, CFrame.new(0, 1, 0), CFrame.new(0, -0.5, 0), "Neck")
local rj = joint(root, chr.Torso, CFrame.new(), CFrame.new(), "RootJoint")
local rs = joint(chr.Torso, chr:FindFirstChild("Right Arm"), CFrame.new(1.5, 0.5, 0), CFrame.new(0, 0.5, 0), "Right Shoulder")
local ls = joint(chr.Torso, chr:FindFirstChild("Left Arm"), CFrame.new(-1.5, 0.5, 0), CFrame.new(0, 0.5, 0), "Left Shoulder")
local rh = joint(chr.Torso, chr:FindFirstChild("Right Leg"), CFrame.new(0.5, -1, 0), CFrame.new(0, 1, 0), "Right Hip")
local lh = joint(chr.Torso, chr:FindFirstChild("Left Leg"), CFrame.new(-0.5, -1, 0), CFrame.new(0, 1, 0), "Left Hip")

local rsc0, lsc0, rhc0, lhc0, rjc0, nkc0 = rs.C0, ls.C0, rh.C0, lh.C0, rj.C0, nk.C0

local t = os.clock()
local exactVel = 0
local vel = 0
local animMove = false
local action = "Walk"

local animTable = {
    ["Idle"] = function()
        return {
            rj = rjc0,
            nk = nkc0,
            ls = lsc0,
            rs = rsc0,
            lh = lhc0,
            rh = rhc0
        }
    end;
    ["Walk"] = function()
        return {
            rj = rjc0 * CFrame.new(0, math.sin(t / 2.5) / 20, 0) *
                CFrame.Angles(-math.cos(t / 2.5) / 20 * -(exactVel.Z / 13) + (exactVel.Z / 150), 0, -math.cos(t / 2.5) / 20 * (exactVel.X / 13) - (exactVel.X) / 150),
            nk = nkc0,
            ls = lsc0 * CFrame.Angles(-math.sin(t / 5) / 2 * (exactVel.Z / 13), math.rad(3), -math.rad(5)),
            rs = rsc0 * CFrame.Angles(math.sin(t / 5) / 2 * (exactVel.Z / 13), -math.rad(3), math.rad(5)),
            lh = lhc0 * CFrame.new(0, -math.cos(t / 5) / 4, -0.125 + math.sin(t / 5) / 3 * (-exactVel.Z / 13)) *
                CFrame.Angles(math.min(-math.sin(t / 5), 0.3) * (-exactVel.Z / 13), math.rad(3), -math.rad(3)) *
                CFrame.new(math.sin(t / 5) / 4 * -(exactVel.X / 13), 0, 0) *
                CFrame.Angles(-exactVel.X / 100, 0, -math.sin(t / 5) / 2 * (exactVel.X / 13)),
            rh = rhc0 * CFrame.new(0, math.cos(t / 5) / 4, -0.125 - math.sin(t / 5) / 3 * (-exactVel.Z / 13)) *
                CFrame.Angles(math.min(math.sin(t / 5), 0.3) * (-exactVel.Z / 13), -math.rad(3), math.rad(3)) *
                CFrame.new(-math.sin(t / 5) / 4 * -(exactVel.X / 13), 0, 0) *
                CFrame.Angles(exactVel.X / 100, 0, math.sin(t / 5) / 2 * (exactVel.X / 13)),
        }
    end
}

local joints = {["rj"] = rj, ["nk"] = nk, ["rs"] = rs, ["ls"] = ls, ["rh"] = rh, ["lh"] = lh}

game:GetService("RunService").PostSimulation:Connect(function(dt)
    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))
    
    if animMove then
        if hum:GetState() ~= Enum.HumanoidStateType.Climbing then
            if not hum.Sit then
                if hum.FloorMaterial == Enum.Material.Air then
                    action = "Fall"
                else
                    action = hum.MoveDirection.Magnitude > 0 and "Walk" or "Idle"
                end
            else
                action = "Sit"
            end
        else
            if math.abs(vel.Y) > 0 then
                action = "Climb"
            end
        end
    end
    
    for i, v in next, joints do
        v.C0 = v.C0:Lerp(animTable[action]()[i], 0.3 * dt * 60)
    end
end)
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