local animationType = "Rape" --modes: Rape, Bend local Target = "username (NO DISPLAY)" local TargetChar = typeof(Target) == "Instance" and Target or typeof(Target) == "string" and game:GetService("Players"):FindFirstChild(Target).Character local plr = game:GetService("Players").LocalPlayer plr.Character:BreakJoints() plr.CharacterAdded:Wait():WaitForChild("Animate"):Destroy() local Character = plr.Character Character.Humanoid.Sit = true local RP_Offset = CFrame.new() local Torso = Character.Torso local joints = { RS = Torso["Right Shoulder"], LS = Torso["Left Shoulder"], RH = Torso["Right Hip"], LH = Torso["Left Hip"], Neck = Torso.Neck, } --Character.HumanoidRootPart.Anchored = true Character.Humanoid.Animator:Destroy() game:GetService("RunService").RenderStepped:Connect(function() Character.HumanoidRootPart.CFrame = TargetChar.HumanoidRootPart.CFrame * RP_Offset for i, v in Character:GetDescendants() do if v:IsA("BasePart") then v.CanTouch = false v.AssemblyLinearVelocity = Vector3.new() v.AssemblyAngularVelocity = Vector3.new() end end Character.Humanoid.Sit = true Character.Humanoid.JumpPower = 0 Character.Humanoid.JumpHeight = 0 for i, parts in Character:GetDescendants() do if parts:IsA("BasePart") then parts.CanCollide = false end end end) for i, v in joints do v.MaxVelocity = .05 end while true do if animationType == "Bend" then joints.RS:SetDesiredAngle(2.75) joints.LS:SetDesiredAngle(-2.75) joints.RH:SetDesiredAngle(1.75) joints.LH:SetDesiredAngle(-1.75) joints.Neck:SetDesiredAngle(1.2) for i = 0,1,.5 do RP_Offset = RP_Offset:Lerp(CFrame.new(0,-1.5, -1.75) * CFrame.Angles(math.rad(-120),0,0),i) task.wait(.05) end joints.RS:SetDesiredAngle(2.5) joints.LS:SetDesiredAngle(-2.5) joints.RH:SetDesiredAngle(1.5) joints.LH:SetDesiredAngle(-1.5) joints.Neck:SetDesiredAngle(1.2) for i = 0,1,.5 do RP_Offset = RP_Offset:Lerp(CFrame.new(0,-1.5, -2) * CFrame.Angles(math.rad(-120),0,0),i) task.wait(.05) end elseif animationType == "Rape" then joints.RS:SetDesiredAngle(.5) joints.LS:SetDesiredAngle(-.5) joints.RH:SetDesiredAngle(-.1) joints.LH:SetDesiredAngle(.1) joints.Neck:SetDesiredAngle(0) for i = 0,1,.5 do RP_Offset = RP_Offset:Lerp(CFrame.new(0,0, 1.2) * CFrame.Angles(math.rad(5),0,0),i) task.wait(.05) end joints.RS:SetDesiredAngle(.3) joints.LS:SetDesiredAngle(-.3) joints.RH:SetDesiredAngle(-.4) joints.LH:SetDesiredAngle(.4) joints.Neck:SetDesiredAngle(0) for i = 0,1,.5 do RP_Offset = RP_Offset:Lerp(CFrame.new(0,0, 1) * CFrame.Angles(math.rad(15),0,0),i) task.wait(.05) end end end