
KeylessUniversal

-- Version 25: Hybrid Velocity-Input Wall Collision Router
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
local physicsLoop = nil
local renderLoop = nil
local function setupAnimateEngine(character)
-- Disconnect old threads upon respawn
if physicsLoop then physicsLoop:Disconnect(); physicsLoop = nil end
if renderLoop then renderLoop:Disconnect(); renderLoop = nil end
local Figure = character
local Humanoid = Figure:WaitForChild("Humanoid")
local RootPart = Figure:WaitForChild("HumanoidRootPart")
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder", 5)
local RootJoint = RootPart:WaitForChild("RootJoint", 5)
-- Store base resting matrix safely
local originalC0 = RightShoulder and RightShoulder.C0 or CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi/2, 0)
-- Destroy native Roblox animate scripts instantly
local nativeAnimate = Figure:WaitForChild("Animate", 5)
if nativeAnimate then
nativeAnimate.Disabled = true
nativeAnimate:Destroy()
end
-- Clean out any conflicting track structures
local Animator = Humanoid:FindFirstChildOfClass("Animator") or Instance.new("Animator", Humanoid)
for _, track in ipairs(Animator:GetPlayingAnimationTracks()) do
track:Stop(0)
end
-- Initialize clean movement tracks
local anims = {
idle = Instance.new("Animation"),
walk = Instance.new("Animation"),
jump = Instance.new("Animation"),
fall = Instance.new("Animation"),
climb = Instance.new("Animation"),
swim = Instance.new("Animation"),
sit = Instance.new("Animation")
}
anims.idle.AnimationId = "rbxassetid://161100084"
anims.walk.AnimationId = "rbxassetid://161210451"
anims.jump.AnimationId = "rbxassetid://165167557"
anims.fall.AnimationId = "rbxassetid://165167632"
anims.climb.AnimationId = "rbxassetid://161235826"
anims.swim.AnimationId = "rbxassetid://144078604"
anims.sit.AnimationId = "rbxassetid://178130996"
local tracks = {}
for name, anim in pairs(anims) do
tracks[name] = Animator:LoadAnimation(anim)
tracks[name].Priority = Enum.AnimationPriority.Action3
end
local currentTrack = nil
local currentPose = "Idle"
local isHoldingTool = false
local armLiftProgress = 0
local jumpTime = 0
local JUMP_DURATION = 0.31
-- Tool Detection
local function checkToolState()
local toolFound = false
for _, child in ipairs(Figure:GetChildren()) do
if child:IsA("Tool") then
toolFound = true
break
end
end
isHoldingTool = toolFound
end
checkToolState()
local toolAddedConn = Figure.ChildAdded:Connect(function(child)
if child:IsA("Tool") then isHoldingTool = true end
end)
local toolRemovedConn = Figure.ChildRemoved:Connect(function(child)
if child:IsA("Tool") then task.defer(checkToolState) end
end)
local function playTrack(name)
local targetTrack = tracks[name]
if not targetTrack then return end
if currentTrack ~= targetTrack then
if currentTrack then currentTrack:Stop(0.1) end
currentTrack = targetTrack
if name == "walk" or name == "idle" or name == "climb" or name == "swim" or name == "sit" then
currentTrack.Looped = true
else
currentTrack.Looped = false
end
currentTrack:Play(0.1)
else
if not currentTrack.IsPlaying then currentTrack:Play(0) end
end
end
-- Core Jump Listener
local stateConn = Humanoid.StateChanged:Connect(function(_, newState)
if newState == Enum.HumanoidStateType.Jumping then
currentPose = "Jumping"
jumpTime = os.clock()
end
end)
-- LOOP 1: Advanced Inverse-Kinematics Torso Lock (Stepped Override)
renderLoop = RunService.Stepped:Connect(function(_, deltaTime)
deltaTime = deltaTime or (1/60)
if not Figure or not Figure:IsDescendantOf(workspace) or Humanoid.Health <= 0 then
if renderLoop then renderLoop:Disconnect(); renderLoop = nil end
return
end
local shouldRaiseArm = isHoldingTool and currentPose ~= "Climbing" and currentPose ~= "Swimming"
if RightShoulder and RootJoint and Torso and RootPart then
RightShoulder.Transform = RightShoulder.Transform:Lerp(CFrame.new(), armLiftProgress)
if shouldRaiseArm then
armLiftProgress = math.min(1, armLiftProgress + (deltaTime * 7))
local currentTorsoRotation = (RootPart.CFrame:Inverse() * Torso.CFrame).Rotation
local counterTwist = currentTorsoRotation:Inverse()
local shoulderPos = CFrame.new(originalC0.Position)
local shoulderRot = originalC0.Rotation
local stabilizedC0 = shoulderPos * counterTwist * shoulderRot * CFrame.Angles(0, 0, math.rad(90))
RightShoulder.C0 = originalC0:Lerp(stabilizedC0, armLiftProgress)
else
armLiftProgress = math.max(0, armLiftProgress - (deltaTime * 7))
local targetAngle = math.rad(90) * armLiftProgress
RightShoulder.C0 = originalC0 * CFrame.Angles(0, 0, targetAngle)
end
end
end)
-- LOOP 2: Golden Standard State Engine Router
physicsLoop = RunService.PostSimulation:Connect(function()
if not Figure or not Figure:IsDescendantOf(workspace) or Humanoid.Health <= 0 then
if toolAddedConn then toolAddedConn:Disconnect() end
if toolRemovedConn then toolRemovedConn:Disconnect() end
if stateConn then stateConn:Disconnect() end
if physicsLoop then physicsLoop:Disconnect(); physicsLoop = nil end
return
end
local currentState = Humanoid:GetState()
local isMidAir = (Humanoid.FloorMaterial == Enum.Material.Air)
-- FIXED: Calculate actual horizontal physical velocity magnitude (ignoring gravity/Y axis)
local horizontalVelocity = (RootPart.AssemblyLinearVelocity * Vector3.new(1, 0, 1)).Magnitude
-- FIXED: Must have intent to move AND actually be physically moving through space
local isMoving = (Humanoid.MoveDirection.Magnitude > 0) and (horizontalVelocity > 0.8)
-- Strictly ordered hierarchy evaluation
if currentState == Enum.HumanoidStateType.Seated then
currentPose = "Seated"
elseif currentState == Enum.HumanoidStateType.Swimming then
currentPose = "Swimming"
elseif currentState == Enum.HumanoidStateType.Climbing then
currentPose = "Climbing"
elseif currentPose == "Jumping" then
if os.clock() - jumpTime > JUMP_DURATION then
currentPose = "FreeFall"
end
elseif isMidAir then
currentPose = "FreeFall"
else
-- Explicitly on solid ground
if isMoving then
currentPose = "Walk"
else
currentPose = "Idle"
end
end
-- Track playback engine evaluations
if currentPose == "Walk" then
playTrack("walk")
if currentTrack then currentTrack:AdjustSpeed(Humanoid.WalkSpeed / 16) end
elseif currentPose == "Idle" then
playTrack("idle")
elseif currentPose == "Seated" then
playTrack("sit")
elseif currentPose == "Jumping" then
playTrack("jump")
elseif currentPose == "FreeFall" then
playTrack("fall")
elseif currentPose == "Swimming" then
playTrack("swim")
if currentTrack then
if Torso.AssemblyLinearVelocity.Magnitude > 0.5 then currentTrack:AdjustSpeed(1)
else currentTrack:AdjustSpeed(0.2) end
end
elseif currentPose == "Climbing" then
playTrack("climb")
if currentTrack then
if math.abs(Torso.AssemblyLinearVelocity.Y) > 0.2 then
currentTrack:AdjustSpeed(1)
else currentTrack:AdjustSpeed(0) end
end
end
end)
end
if LocalPlayer.Character then
task.spawn(setupAnimateEngine, LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:Connect(function(newCharacter)
setupAnimateEngine(newCharacter)
end)



can people see it?
they can
looks like someone was inspired by me
@MOCCOHAC I made script and no i wasn't inspired someone asked me to upload this script
@Starcastl ops