--reanimate by MyWorld#4430 discord.gg/pYVHtSJmEY local Vector3_101 = Vector3.new(1, 0, 1) local netless_Y = Vector3.new(0, 25.1, 0) local function getNetlessVelocity(realPartVelocity) local mag = realPartVelocity.Magnitude if (mag > 1) and (mag < 100) then local unit = realPartVelocity.Unit if (unit.Y > 0.25) or (unit.Y < -0.75) then return realPartVelocity * (25.1 / realPartVelocity.Y) end realPartVelocity = unit * 125 end return (realPartVelocity * Vector3_101) + netless_Y end local simradius = "shp" --simulation radius (net bypass) method --"shp" - sethiddenproperty --"ssr" - setsimulationradius --false - disable local healthHide = true --moves your head under map every 3 seconds so players dont see your health bar local noclipAllParts = false --set it to true if you want noclip local antiragdoll = true --removes hingeConstraints and ballSocketConstraints from your character local newanimate = true --disables the animate script and enables after reanimation local discharscripts = true --disables all localScripts parented to your character before reanimation local R15toR6 = true --tries to convert your character to r6 if its r15 local hatcollide = false --makes hats cancollide (credit to ShownApe) (works only with reanimate method 0) local humState16 = true --enables collisions for limbs before the humanoid dies (using hum:ChangeState) local addtools = false --puts all tools from backpack to character and lets you hold them after reanimation local hedafterneck = true --disable aligns for head and enable after neck or torso is removed local loadtime = game:GetService("Players").RespawnTime + 0.5 --anti respawn delay local method = 3 --reanimation method --methods: --0 - breakJoints (takes [loadtime] seconds to laod) --1 - limbs --2 - limbs + anti respawn --3 - limbs + breakJoints after [loadtime] seconds --4 - remove humanoid + breakJoints --5 - remove humanoid + limbs local alignmode = 4 --AlignPosition mode --modes: --1 - AlignPosition rigidity enabled true --2 - 2 AlignPositions rigidity enabled both true and false --3 - AlignPosition rigidity enabled false --4 - CFrame (if u dont have the isnetworkowner function it will use alignmode 2) local flingpart = "HumanoidRootPart" --name of the part or the hat used for flinging --the fling function --usage: fling(target, duration, velocity) --target can be set to: basePart, CFrame, Vector3, character model or humanoid (flings at mouse.Hit if argument not provided)) --duration (fling time in seconds) can be set to: a number or a string convertable to the number (0.5s if not provided), --velocity (fling part rotation velocity) can be set to a vector3 value (Vector3.new(20000, 20000, 20000) if not provided) local lp = game:GetService("Players").LocalPlayer local rs = game:GetService("RunService") local stepped = rs.Stepped local heartbeat = rs.Heartbeat local renderstepped = rs.RenderStepped local sg = game:GetService("StarterGui") local ws = game:GetService("Workspace") local cf = CFrame.new local v3 = Vector3.new local v3_0 = v3(0, 0, 0) local inf = math.huge local c = lp.Character if not (c and c.Parent) then return end c:GetPropertyChangedSignal("Parent"):Connect(function() if not (c and c.Parent) then c = nil end end) local function gp(parent, name, className) if typeof(parent) == "Instance" then for i, v in pairs(parent:GetChildren()) do if (v.Name == name) and v:IsA(className) then return v end end end return nil end if type(getNetlessVelocity) ~= "function" then getNetlessVelocity = nil end local fenv = getfenv() local shp = fenv.sethiddenproperty or fenv.set_hidden_property or fenv.set_hidden_prop or fenv.sethiddenprop local ssr = fenv.setsimulationradius or fenv.set_simulation_radius or fenv.set_sim_radius or fenv.setsimradius or fenv.set_simulation_rad or fenv.setsimulationrad local ino = fenv.isnetworkowner or fenv.is_network_owner or fenv.isnetowner or fenv.is_net_owner if (alignmode == 4) and (not ino) then alignmode = 2 end local physp = PhysicalProperties.new(0.01, 0, 1, 0, 0) local function align(Part0, Part1) local att0 = Instance.new("Attachment") att0.Orientation = v3_0 att0.Position = v3_0 att0.Name = "att0_" .. Part0.Name local att1 = Instance.new("Attachment") att1.Orientation = v3_0 att1.Position = v3_0 att1.Name = "att1_" .. Part1.Name if alignmode == 4 then local con = nil local rot, angles = math.rad(0.05), CFrame.Angles con1 = heartbeat:Connect(function() if Part0 and Part1 and att1 then if ino(Part0) then Part0.CFrame = Part1.CFrame * att1.CFrame * angles(0, 0, rot) rot = -rot end else con:Disconnect() end end) else Part0.CustomPhysicalProperties = physp if (alignmode == 1) or (alignmode == 2) then local ape = Instance.new("AlignPosition", att0) ape.ApplyAtCenterOfMass = false ape.MaxForce = inf ape.MaxVelocity = inf ape.ReactionForceEnabled = false ape.Responsiveness = 200 ape.Attachment1 = att1 ape.Attachment0 = att0 ape.Name = "AlignPositionRtrue" ape.RigidityEnabled = true end if (alignmode == 2) or (alignmode == 3) then local apd = Instance.new("AlignPosition", att0) apd.ApplyAtCenterOfMass = false apd.MaxForce = inf apd.MaxVelocity = inf apd.ReactionForceEnabled = false apd.Responsiveness = 200 apd.Attachment1 = att1 apd.Attachment0 = att0 apd.Name = "AlignPositionRfalse" apd.RigidityEnabled = false end local ao = Instance.new("AlignOrientation", att0) ao.MaxAngularVelocity = inf ao.MaxTorque = inf ao.PrimaryAxisOnly = false ao.ReactionTorqueEnabled = false ao.Responsiveness = 200 ao.Attachment1 = att1 ao.Attachment0 = att0 ao.RigidityEnabled = false end if getNetlessVelocity then local vel = Part0.Velocity local con0, con1 = nil, nil if alignmode == 4 then con0 = stepped:Connect(function(_, delta) if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end Part0.RotVelocity = Part1.RotVelocity end) con1 = heartbeat:Connect(function() if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end Part0.Velocity = getNetlessVelocity(Part1.Velocity) end) else con0 = renderstepped:Connect(function() if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end Part0.Velocity = vel end) con1 = heartbeat:Connect(function() if not (Part0 and Part1) then return con0:Disconnect() and con1:Disconnect() end vel = Part0.Velocity Part0.Velocity = getNetlessVelocity(Part1.Velocity) end) end end att0:GetPropertyChangedSignal("Parent"):Connect(function() Part0 = att0.Parent if not Part0:IsA("BasePart") then att0 = nil Part0 = nil end end) att0.Parent = Part0 att1:GetPropertyChangedSignal("Parent"):Connect(function() Part1 = att1.Parent if not Part1:IsA("BasePart") then att1 = nil Part1 = nil end end) att1.Parent = Part1 end local function respawnrequest() local ccfr = ws.CurrentCamera.CFrame local c = lp.Character lp.Character = nil lp.Character = c local con = nil con = ws.CurrentCamera.Changed:Connect(function(prop) if (prop ~= "Parent") and (prop ~= "CFrame") then return end ws.CurrentCamera.CFrame = ccfr con:Disconnect() end) end local destroyhum = (method == 4) or (method == 5) local breakjoints = (method == 0) or (method == 4) local antirespawn = (method == 0) or (method == 2) or (method == 3) hatcollide = hatcollide and (method == 0) addtools = addtools and gp(lp, "Backpack", "Backpack") if shp and (simradius == "shp") then spawn(function() while c and heartbeat:Wait() do shp(lp, "SimulationRadius", inf) end end) elseif ssr and (simradius == "ssr") then spawn(function() while c and heartbeat:Wait() do ssr(inf) end end) end antiragdoll = antiragdoll and function(v) if v:IsA("HingeConstraint") or v:IsA("BallSocketConstraint") then v.Parent = nil end end if antiragdoll then for i, v in pairs(c:GetDescendants()) do antiragdoll(v) end c.DescendantAdded:Connect(antiragdoll) end if antirespawn then respawnrequest() end if method == 0 then wait(loadtime) if not c then return end end if discharscripts then for i, v in pairs(c:GetChildren()) do if v:IsA("LocalScript") then v.Disabled = true end end elseif newanimate then local animate = gp(c, "Animate", "LocalScript") if animate and (not animate.Disabled) then animate.Disabled = true else newanimate = false end end if addtools then for i, v in pairs(addtools:GetChildren()) do if v:IsA("Tool") then v.Parent = c end end end pcall(function() settings().Physics.AllowSleep = false settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.Disabled end) local OLDscripts = {} for i, v in pairs(c:GetDescendants()) do if v.ClassName == "Script" then table.insert(OLDscripts, v) end end local scriptNames = {} for i, v in pairs(c:GetDescendants()) do if v:IsA("BasePart") then local newName = tostring(i) local exists = true while exists do exists = false for i, v in pairs(OLDscripts) do if v.Name == newName then exists = true end end if exists then newName = newName .. "_" end end table.insert(scriptNames, newName) Instance.new("Script", v).Name = newName end end c.Archivable = true local hum = c:FindFirstChildOfClass("Humanoid") if hum then for i, v in pairs(hum:GetPlayingAnimationTracks()) do v:Stop() end end local cl = c:Clone() if hum and humState16 then hum:ChangeState(Enum.HumanoidStateType.Physics) if destroyhum then wait(1.6) end end if hum and hum.Parent and destroyhum then hum:Destroy() end if not c then return end local head = gp(c, "Head", "BasePart") local torso = gp(c, "Torso", "BasePart") or gp(c, "UpperTorso", "BasePart") local root = gp(c, "HumanoidRootPart", "BasePart") if hatcollide and c:FindFirstChildOfClass("Accessory") then local anything = c:FindFirstChildOfClass("BodyColors") or gp(c, "Health", "Script") if not (torso and root and anything) then return end torso:Destroy() root:Destroy() anything:Destroy() end local model = Instance.new("Model", c) model:GetPropertyChangedSignal("Parent"):Connect(function() if not (model and model.Parent) then model = nil end end) for i, v in pairs(c:GetChildren()) do if v ~= model then if addtools and v:IsA("Tool") then for i1, v1 in pairs(v:GetDescendants()) do if v1 and v1.Parent and v1:IsA("BasePart") then local bv = Instance.new("BodyVelocity", v1) bv.Velocity = v3_0 bv.MaxForce = v3(1000, 1000, 1000) bv.P = 1250 bv.Name = "bv_" .. v.Name end end end v.Parent = model end end if breakjoints then model:BreakJoints() else if head and torso then for i, v in pairs(model:GetDescendants()) do if v:IsA("JointInstance") then local save = false if (v.Part0 == torso) and (v.Part1 == head) then save = true end if (v.Part0 == head) and (v.Part1 == torso) then save = true end if save then if hedafterneck then hedafterneck = v end else v:Destroy() end end end end if method == 3 then task.delay(loadtime, pcall, model.BreakJoints, model) end end for i, v in pairs(cl:GetChildren()) do v.Parent = c end cl:Destroy() local uncollide, noclipcon = nil, nil if noclipAllParts then uncollide = function() if c then for i, v in pairs(c:GetDescendants()) do if v:IsA("BasePart") then v.CanCollide = false end end else noclipcon:Disconnect() end end else uncollide = function() if model then for i, v in pairs(model:GetDescendants()) do if v:IsA("BasePart") then v.CanCollide = false end end else noclipcon:Disconnect() end end end noclipcon = stepped:Connect(uncollide) uncollide() for i, scr in pairs(model:GetDescendants()) do if (scr.ClassName == "Script") and table.find(scriptNames, scr.Name) then local Part0 = scr.Parent if Part0:IsA("BasePart") then for i1, scr1 in pairs(c:GetDescendants()) do if (scr1.ClassName == "Script") and (scr1.Name == scr.Name) and (not scr1:IsDescendantOf(model)) then local Part1 = scr1.Parent if (Part1.ClassName == Part0.ClassName) and (Part1.Name == Part0.Name) then align(Part0, Part1) scr:Destroy() scr1:Destroy() break end end end end end end for i, v in pairs(c:GetDescendants()) do if v and v.Parent and (not v:IsDescendantOf(model)) then if v:IsA("Decal") then v.Transparency = 1 elseif v:IsA("BasePart") then v.Transparency = 1 v.Anchored = false elseif v:IsA("ForceField") then v.Visible = false elseif v:IsA("Sound") then v.Playing = false elseif v:IsA("BillboardGui") or v:IsA("SurfaceGui") or v:IsA("ParticleEmitter") or v:IsA("Fire") or v:IsA("Smoke") or v:IsA("Sparkles") then v.Enabled = false end end end if newanimate then local animate = gp(c, "Animate", "LocalScript") if animate then animate.Disabled = false end end if addtools then for i, v in pairs(c:GetChildren()) do if v:IsA("Tool") then v.Parent = addtools end end end local hum0, hum1 = model:FindFirstChildOfClass("Humanoid"), c:FindFirstChildOfClass("Humanoid") if hum0 then hum0:GetPropertyChangedSignal("Parent"):Connect(function() if not (hum0 and hum0.Parent) then hum0 = nil end end) end if hum1 then hum1:GetPropertyChangedSignal("Parent"):Connect(function() if not (hum1 and hum1.Parent) then hum1 = nil end end) ws.CurrentCamera.CameraSubject = hum1 local camSubCon = nil local function camSubFunc() camSubCon:Disconnect() if c and hum1 then ws.CurrentCamera.CameraSubject = hum1 end end camSubCon = renderstepped:Connect(camSubFunc) if hum0 then hum0:GetPropertyChangedSignal("Jump"):Connect(function() if hum1 then hum1.Jump = hum0.Jump end end) else respawnrequest() end end local rb = Instance.new("BindableEvent", c) rb.Event:Connect(function() rb:Destroy() sg:SetCore("ResetButtonCallback", true) if destroyhum then if c then c:BreakJoints() end return end if model and hum0 and (hum0.Health > 0) then model:BreakJoints() hum0.Health = 0 end if antirespawn then respawnrequest() end end) sg:SetCore("ResetButtonCallback", rb) spawn(function() while wait() and c do if hum0 and hum1 then hum1.Jump = hum0.Jump end end sg:SetCore("ResetButtonCallback", true) end) R15toR6 = R15toR6 and hum1 and (hum1.RigType == Enum.HumanoidRigType.R15) if R15toR6 then local part = gp(c, "HumanoidRootPart", "BasePart") or gp(c, "UpperTorso", "BasePart") or gp(c, "LowerTorso", "BasePart") or gp(c, "Head", "BasePart") or c:FindFirstChildWhichIsA("BasePart") if part then local cfr = part.CFrame local R6parts = { head = { Name = "Head", Size = v3(2, 1, 1), R15 = { Head = 0 } }, torso = { Name = "Torso", Size = v3(2, 2, 1), R15 = { UpperTorso = 0.2, LowerTorso = -0.8 } }, root = { Name = "HumanoidRootPart", Size = v3(2, 2, 1), R15 = { HumanoidRootPart = 0 } }, leftArm = { Name = "Left Arm", Size = v3(1, 2, 1), R15 = { LeftHand = -0.849, LeftLowerArm = -0.174, LeftUpperArm = 0.415 } }, rightArm = { Name = "Right Arm", Size = v3(1, 2, 1), R15 = { RightHand = -0.849, RightLowerArm = -0.174, RightUpperArm = 0.415 } }, leftLeg = { Name = "Left Leg", Size = v3(1, 2, 1), R15 = { LeftFoot = -0.85, LeftLowerLeg = -0.29, LeftUpperLeg = 0.49 } }, rightLeg = { Name = "Right Leg", Size = v3(1, 2, 1), R15 = { RightFoot = -0.85, RightLowerLeg = -0.29, RightUpperLeg = 0.49 } } } for i, v in pairs(c:GetChildren()) do if v:IsA("BasePart") then for i1, v1 in pairs(v:GetChildren()) do if v1:IsA("Motor6D") then v1.Part0 = nil end end end end part.Archivable = true for i, v in pairs(R6parts) do local part = part:Clone() part:ClearAllChildren() part.Name = v.Name part.Size = v.Size part.CFrame = cfr part.Anchored = false part.Transparency = 1 part.CanCollide = false for i1, v1 in pairs(v.R15) do local R15part = gp(c, i1, "BasePart") local att = gp(R15part, "att1_" .. i1, "Attachment") if R15part then local weld = Instance.new("Weld", R15part) weld.Name = "Weld_" .. i1 weld.Part0 = part weld.Part1 = R15part weld.C0 = cf(0, v1, 0) weld.C1 = cf(0, 0, 0) R15part.Massless = true R15part.Name = "R15_" .. i1 R15part.Parent = part if att then att.Parent = part att.Position = v3(0, v1, 0) end end end part.Parent = c R6parts[i] = part end local R6joints = { neck = { Parent = R6parts.torso, Name = "Neck", Part0 = R6parts.torso, Part1 = R6parts.head, C0 = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), C1 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) }, rootJoint = { Parent = R6parts.root, Name = "RootJoint" , Part0 = R6parts.root, Part1 = R6parts.torso, C0 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), C1 = cf(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) }, rightShoulder = { Parent = R6parts.torso, Name = "Right Shoulder", Part0 = R6parts.torso, Part1 = R6parts.rightArm, C0 = cf(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), C1 = cf(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) }, leftShoulder = { Parent = R6parts.torso, Name = "Left Shoulder", Part0 = R6parts.torso, Part1 = R6parts.leftArm, C0 = cf(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), C1 = cf(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) }, rightHip = { Parent = R6parts.torso, Name = "Right Hip", Part0 = R6parts.torso, Part1 = R6parts.rightLeg, C0 = cf(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), C1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) }, leftHip = { Parent = R6parts.torso, Name = "Left Hip" , Part0 = R6parts.torso, Part1 = R6parts.leftLeg, C0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), C1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) } } for i, v in pairs(R6joints) do local joint = Instance.new("Motor6D") for prop, val in pairs(v) do joint[prop] = val end R6joints[i] = joint end if hum1 then hum1.RigType = Enum.HumanoidRigType.R6 hum1.HipHeight = 0 end end end local torso1 = torso torso = gp(c, "Torso", "BasePart") or ((not R15toR6) and gp(c, torso.Name, "BasePart")) if (typeof(hedafterneck) == "Instance") and head and torso and torso1 then local conNeck = nil local conTorso = nil local contorso1 = nil local aligns = {} local function enableAligns() conNeck:Disconnect() conTorso:Disconnect() conTorso1:Disconnect() for i, v in pairs(aligns) do v.Enabled = true end end conNeck = hedafterneck.Changed:Connect(function(prop) if table.find({"Part0", "Part1", "Parent"}, prop) then enableAligns() end end) conTorso = torso:GetPropertyChangedSignal("Parent"):Connect(enableAligns) conTorso1 = torso1:GetPropertyChangedSignal("Parent"):Connect(enableAligns) for i, v in pairs(head:GetDescendants()) do if v:IsA("AlignPosition") or v:IsA("AlignOrientation") then i = tostring(i) aligns[i] = v v:GetPropertyChangedSignal("Parent"):Connect(function() aligns[i] = nil end) v.Enabled = false end end end local flingpart0 = gp(model, flingpart, "BasePart") or gp(gp(model, flingpart, "Accessory"), "Handle", "BasePart") local flingpart1 = gp(c, flingpart, "BasePart") or gp(gp(c, flingpart, "Accessory"), "Handle", "BasePart") local fling = function() end if flingpart0 and flingpart1 then flingpart0:GetPropertyChangedSignal("Parent"):Connect(function() if not (flingpart0 and flingpart0.Parent) then flingpart0 = nil fling = function() end end end) flingpart0.Archivable = true flingpart1:GetPropertyChangedSignal("Parent"):Connect(function() if not (flingpart1 and flingpart1.Parent) then flingpart1 = nil fling = function() end end end) local att0 = gp(flingpart0, "att0_" .. flingpart0.Name, "Attachment") local att1 = gp(flingpart1, "att1_" .. flingpart1.Name, "Attachment") if att0 and att1 then att0:GetPropertyChangedSignal("Parent"):Connect(function() if not (att0 and att0.Parent) then att0 = nil fling = function() end end end) att1:GetPropertyChangedSignal("Parent"):Connect(function() if not (att1 and att1.Parent) then att1 = nil fling = function() end end end) local lastfling = nil local mouse = lp:GetMouse() fling = function(target, duration, rotVelocity) if typeof(target) == "Instance" then if target:IsA("BasePart") then target = target.Position elseif target:IsA("Model") then target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart") if target then target = target.Position else return end elseif target:IsA("Humanoid") then target = target.Parent if not (target and target:IsA("Model")) then return end target = gp(target, "HumanoidRootPart", "BasePart") or gp(target, "Torso", "BasePart") or gp(target, "UpperTorso", "BasePart") or target:FindFirstChildWhichIsA("BasePart") if target then target = target.Position else return end else return end elseif typeof(target) == "CFrame" then target = target.Position elseif typeof(target) ~= "Vector3" then target = mouse.Hit if target then target = target.Position else return end end if target.Y < ws.FallenPartsDestroyHeight + 5 then target = v3(target.X, ws.FallenPartsDestroyHeight + 5, target.Z) end lastfling = target if type(duration) ~= "number" then duration = tonumber(duration) or 0.5 end if typeof(rotVelocity) ~= "Vector3" then rotVelocity = v3(20000, 20000, 20000) end if not (target and flingpart0 and flingpart1 and att0 and att1) then return end local flingpart = flingpart0:Clone() flingpart.Transparency = 1 flingpart.CanCollide = false flingpart.Name = "flingpart_" .. flingpart0.Name flingpart.Anchored = true flingpart.Velocity = v3_0 flingpart.RotVelocity = v3_0 flingpart.Position = target flingpart:GetPropertyChangedSignal("Parent"):Connect(function() if not (flingpart and flingpart.Parent) then flingpart = nil end end) flingpart.Parent = flingpart1 if flingpart0.Transparency > 0.5 then flingpart0.Transparency = 0.5 end att1.Parent = flingpart local con = nil local rotchg = v3(0, rotVelocity.Unit.Y * -1000, 0) con = heartbeat:Connect(function(delta) if target and (lastfling == target) and flingpart and flingpart0 and flingpart1 and att0 and att1 then flingpart.Orientation += rotchg * delta flingpart0.RotVelocity = rotVelocity else con:Disconnect() end end) if alignmode ~= 4 then local con = nil con = renderstepped:Connect(function() if flingpart0 and target then flingpart0.RotVelocity = v3_0 else con:Disconnect() end end) end wait(duration) if lastfling ~= target then if flingpart then if att1 and (att1.Parent == flingpart) then att1.Parent = flingpart1 end flingpart:Destroy() end return end target = nil if not (flingpart and flingpart0 and flingpart1 and att0 and att1) then return end flingpart0.RotVelocity = v3_0 att1.Parent = flingpart1 if flingpart then flingpart:Destroy() end end end end