have fun skids, while you still can,,, :smiling_imp: ]] -- written by Emper -- anyone who has the method can receive this code -- whoever originally wrote it was trying to optimize it -- so ill be doing that here -- although you dont really need to optimize stuff thats -- not done in loops -- but ill be doing it anyway since thats what they were trying to do -- empers discord: https://discord.gg/UJ7YtqadPJ do -- Settings: local DefaultAnimations = true -- doesnt work in velocity because it doesnt allow u to run localscripts local DisableCharacterCollisions = true local InstantRespawn = true local ParentCharacterToRig = true local RigTransparency = 1 -- local CFrameidentity = CFrame.identity local Inverse = CFrameidentity.Inverse local ToAxisAngle = CFrameidentity.ToAxisAngle local ToEulerAnglesXYZ = CFrameidentity.ToEulerAnglesXYZ local ToObjectSpace = CFrameidentity.ToObjectSpace local Connections = {} local Disconnect = nil local game = game local FindFirstChild = game.FindFirstChild local FindFirstChildOfClass = game.FindFirstChildOfClass local Players = FindFirstChildOfClass(game, "Players") local LocalPlayer = Players.LocalPlayer local Character = LocalPlayer.Character local CharacterAdded = LocalPlayer.CharacterAdded local Connect = CharacterAdded.Connect local Wait = CharacterAdded.Wait local Rig = Players:CreateHumanoidModelFromDescription(Players:GetHumanoidDescriptionFromUserId(LocalPlayer.UserId), Enum.HumanoidRigType.R6) local RigAnimate = Rig.Animate local RigHumanoid = Rig.Humanoid -- no need to do waitforchild here, its a safe index local RigRootPart = RigHumanoid.RootPart local RunService = FindFirstChildOfClass(game, "RunService") local Workspace = FindFirstChildOfClass(game, "Workspace") local GetDescendants = game.GetDescendants local IsA = game.IsA local WaitForChild = game.WaitForChild local BreakJoints = Instance.new("Model").BreakJoints local mathsin = math.sin local next = next local osclock = os.clock local replicatesignal = replicatesignal local RootPartCFrame = nil local Motor6Ds = {} local select = select local sethiddenproperty = sethiddenproperty local tableinsert = table.insert local Vector3 = Vector3 local Vector3new = Vector3.new local Vector3zero = Vector3.zero -- RigAnimate.Enabled = false Rig.Name = "non" if Character then if replicatesignal then if InstantRespawn then replicatesignal(LocalPlayer.ConnectDiedSignalBackend) task.wait(Players.RespawnTime - 0.1) local RootPart = FindFirstChild(Character, "HumanoidRootPart") if RootPart then RootPartCFrame = RootPart.CFrame end replicatesignal(LocalPlayer.Kill) end else BreakJoints(Character) end end Character = Wait(CharacterAdded) local Animate = WaitForChild(Character, "Animate") Animate.Enabled = false local RootPart = WaitForChild(Character, "HumanoidRootPart") RigRootPart.CFrame = RootPartCFrame or RootPart.CFrame Disconnect = Connect(RigHumanoid.Died, function() for Index, Connection in Connections do Disconnect(Connection) end if ParentCharacterToRig then Character.Parent = Rig.Parent end BreakJoints(Character) Rig:Destroy() end).Disconnect for Index, Descendant in next, GetDescendants(Character) do if IsA(Descendant, "Motor6D") then Motor6Ds[Descendant] = { Part0 = Rig[Descendant.Part0.Name], Part1 = Rig[Descendant.Part1.Name] } end end for Index, Descendant in next, GetDescendants(Rig) do if IsA(Descendant, "BasePart") then Descendant.Transparency = RigTransparency end end Rig.Parent = Workspace if ParentCharacterToRig then Character.Parent = Rig end task.defer(function() local CurrentCamera = Workspace.CurrentCamera local CameraCFrame = CurrentCamera.CFrame LocalPlayer.Character = Rig CurrentCamera.CameraSubject = RigHumanoid Wait(RunService.PreRender) Workspace.CurrentCamera.CFrame = CameraCFrame end) tableinsert(Connections, Connect(RunService.PostSimulation, function() for Motor6D, Table in next, Motor6Ds do local Part0 = Table.Part0 local Part1CFrame = Table.Part1.CFrame Motor6D.DesiredAngle = select(3, ToEulerAnglesXYZ(Part1CFrame, Part0.CFrame)) local Delta = Inverse(Motor6D.C0) * ( Inverse(Part0.CFrame) * Part1CFrame ) * Motor6D.C1 local Axis, Angle = ToAxisAngle(Delta) sethiddenproperty(Motor6D, "ReplicateCurrentAngle6D", Axis * Angle) sethiddenproperty(Motor6D, "ReplicateCurrentOffset6D", Delta.Position) end RootPart.AssemblyAngularVelocity = Vector3zero RootPart.AssemblyLinearVelocity = Vector3zero RootPart.CFrame = RigRootPart.CFrame + Vector3new(0, mathsin(osclock() * 15) * 0.004, 0) end)) tableinsert(Connections, Connect(RunService.PreSimulation, function() for Index, BasePart in next, GetDescendants(Rig) do if IsA(BasePart, "BasePart") then BasePart.CanCollide = false end end if DisableCharacterCollisions and not ParentCharacterToRig then for Index, BasePart in next, GetDescendants(Character) do if IsA(BasePart, "BasePart") then BasePart.CanCollide = false end end end end)) end