--[[ read me NOW!!! this is info related to the reanimate method this was leaked with permission from ShownApe aka the one who found the original limb reanimate (and also permission from kampachi who made the original code and gave me it, we love you kam) this is a variant of the original method which works the same way you might be wondering why it got leaked: when someone found this variant it got given to someone, then someone else, then someone else... and so on (including me) till it got in the hands of a skid (feariosz0) who thought it was a good idea to use it without permission in his hub to advertise it and get popular from it textbook definition of skid basically also a h1 report (aka a vulnerability report) was already filed and sent to roblox so this will get patched soon, have fun while you still can also please keep in mind that this code was written by me but its a remake of kampaachi's code just done and written way better (no shade) anything after this freshly added comment was made before and not after the leak, 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