oluwamark v2

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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, -1/2, 0), "Neck") local rj = joint(root, chr.Torso, CFrame.new(0, 0, 0), CFrame.new(0, 0, 0), "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 = "Fly" local animTable = { ["Fly"] = function(t, vel) return { ["rj"] = rjc0 * CFrame.new(-math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 4, math.sin(t / 5) / 20, 0) * CFrame.Angles(-math.cos(t / 5) / 20, math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 4, 0), ["nk"] = nkc0 * CFrame.Angles(-math.rad(15) - math.cos(t / 5) / 20 + math.sin(t / 35 + math.sin(t / 35)) / 2.5, 0, 0), ["rs"] = rsc0 * CFrame.new(-math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 3, -0.2 + math.cos(t / 5) / 8 + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8, -0.25 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2) * CFrame.Angles(math.rad(20) + math.sin(t / 5) / 4 + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2, math.rad(20) + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2, -math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2 - math.cos(t / 5) / 8 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2), ["ls"] = lsc0 * CFrame.new(-math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 3, -0.2 + math.cos(t / 5) / 8 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8, -0.25 + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2) * CFrame.Angles(math.rad(20) + math.sin(t / 5) / 4 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2, -math.rad(20) + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2, -math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2 + math.cos(t / 5) / 8 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 2), ["rh"] = rhc0 * CFrame.new(math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 4, -math.sin(t / 5) / 20, math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8 - math.cos(t / 5) / 20) * CFrame.new(0.075 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8, 0, math.cos(t / 5) / 5) * CFrame.Angles(math.cos(t / 5) / 20, -math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 4, 0) * CFrame.Angles(-math.rad(8) + math.cos(t / 5) / 10, -math.rad(15) - math.sin(t / 5) / 3, math.rad(5) + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8), ["lh"] = lhc0 * CFrame.new(math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 4, -math.sin(t / 5) / 20, -math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8 - math.cos(t / 5) / 20) * CFrame.new(-0.075 - math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8, 0, math.cos(t / 5) / 5) * CFrame.Angles(math.cos(t / 5) / 20, -math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 4, 0) * CFrame.Angles(-math.rad(8) + math.cos(t / 5) / 10, math.rad(15) + math.sin(t / 5) / 3, -math.rad(5) + math.sinh(math.sin(math.sin(t / 22.5))) ^ 3 / 8) } 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](t, vel)[i], 0.3 * dt * 60) end end)
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