
Key RequiredUniversal

local plr = game.Players.LocalPlayer;
local chr = plr.Character;
local hum = chr.Humanoid;
--Making Controllable Gui
local ScreenGui = Instance.new("ScreenGui", game.CoreGui)
local LeftHandRedParent = Instance.new("Frame",ScreenGui)
local RightHandBlueParent = Instance.new("Frame",ScreenGui)
local LeftHandRed = Instance.new("Frame",LeftHandRedParent)
local RightHandBlue = Instance.new("Frame",RightHandBlueParent)
LeftHandRedParent.BackgroundColor3 = Color3.new(0.5, 0.0, 0.0)
LeftHandRedParent.Position = UDim2.new(0.25, 0, 0.3, 0)
LeftHandRedParent.Size = UDim2.new(0, 50, 0, 50)
RightHandBlueParent.BackgroundColor3 = Color3.new(0.0, 0.0, 0.5)
RightHandBlueParent.Position = UDim2.new(0.60, 0.0, 0.3, 0.0)
RightHandBlueParent.Size = UDim2.new(0, 50, 0, 50)
LeftHandRed.BackgroundColor3 = Color3.new(1.0, 0.0, 0.0)
LeftHandRed.Position = UDim2.new(0.0, 0, 0.0, 0)
LeftHandRed.Size = UDim2.new(0.8,0,0.8,0.0)
LeftHandRed.Active = true
LeftHandRed.Draggable = true
RightHandBlue.BackgroundColor3 = Color3.new(0.0, 0.0, 1.0)
RightHandBlue.Size = UDim2.new(0.8,0,0.8,0.0)
RightHandBlue.Active = true
RightHandBlue.Draggable = true
--armfirstperson
local LEFTARMFIRSTPERSON = Instance.new("Part", game.Workspace)
LEFTARMFIRSTPERSON.Size = Vector3.new(chr["Left Arm"].Size.X * 0.7,chr["Left Arm"].Size.Y * 0.7,chr["Left Arm"].Size.Z * 0.7)
LEFTARMFIRSTPERSON.CanCollide = false
LEFTARMFIRSTPERSON.Transparency = 0.3
LEFTARMFIRSTPERSON.Anchored = true
local RIGHTARMFIRSTPERSON = Instance.new("Part", game.Workspace)
RIGHTARMFIRSTPERSON.Size = Vector3.new(chr["Left Arm"].Size.X * 0.7,chr["Left Arm"].Size.Y * 0.7,chr["Left Arm"].Size.Z * 0.7)
RIGHTARMFIRSTPERSON.CanCollide = false
RIGHTARMFIRSTPERSON.Transparency = 0.3
RIGHTARMFIRSTPERSON.Anchored = true
wait()
chr:SetPrimaryPartCFrame(chr.Torso.CFrame * CFrame.Angles(0,math.rad(0),0))
wait()
game.Players.LocalPlayer.character.HumanoidRootPart.CFrame = CFrame.new(game.Players.LocalPlayer.character.HumanoidRootPart.Position.x,game.Players.LocalPlayer.character.HumanoidRootPart.Position.y,game.Players.LocalPlayer.character.HumanoidRootPart.Position.z)
wait()
chr["Right Arm"]:BreakJoints()
chr["Left Arm"]:BreakJoints()
chr["Right Leg"]:BreakJoints()
chr["Left Leg"]:BreakJoints()
chr.Torso.CanCollide = false
chr["Right Arm"].CanCollide = true
chr["Left Arm"].CanCollide = true
chr["Right Leg"].CanCollide = true
chr["Left Leg"].CanCollide = true
local RightArm0 = Instance.new("Attachment", chr["Right Arm"])
RightArm0.Position = Vector3.new(0.15, 1, 0)
local RightArm1 = Instance.new("Attachment", chr["Torso"])
RightArm1.Position = Vector3.new(1.65, 0.85, 0)
local socket1 = Instance.new("BallSocketConstraint", chr["Right Arm"])
socket1.Attachment0 = RightArm0
socket1.Attachment1 = RightArm1
local LeftArm0 = Instance.new("Attachment", chr["Left Arm"])
LeftArm0.Position = Vector3.new(-0.15, 1, 0)
local LeftArm1 = Instance.new("Attachment", chr["Torso"])
LeftArm1.Position = Vector3.new(-1.65, 0.85, 0)
local socket2 = Instance.new("BallSocketConstraint", chr["Left Arm"])
socket2.Attachment0 = LeftArm0
socket2.Attachment1 = LeftArm1
local RightRopeLeg0 = Instance.new("Attachment", chr["Right Leg"])
RightRopeLeg0.Position = Vector3.new(0, 1, 0)
local RightRopeLeg1 = Instance.new("Attachment", chr["Torso"])
RightRopeLeg1.Position = Vector3.new(0.35, 1, 0)
local socket3 = Instance.new("RopeConstraint", chr["Right Leg"])
socket3.Attachment0 = RightRopeLeg0
socket3.Attachment1 = RightRopeLeg1
local LeftRopeLeg0 = Instance.new("Attachment", chr["Left Leg"])
LeftRopeLeg0.Position = Vector3.new(0, 1, 0)
local LeftRopeLeg1 = Instance.new("Attachment", chr["Torso"])
LeftRopeLeg1.Position = Vector3.new(-0.35, 1, 0)
local socket4 = Instance.new("RopeConstraint", chr["Left Leg"])
socket4.Attachment0 = LeftRopeLeg0
socket4.Attachment1 = LeftRopeLeg1
--Lerp part 0
local RightLeg0 = Instance.new("Attachment", chr["Torso"])
RightLeg0.WorldPosition = chr["Right Leg"].Position
local LeftLeg0 = Instance.new("Attachment", chr["Torso"])
LeftLeg0.WorldPosition = chr["Left Leg"].Position
--Lerp part 1
local RightLeg1 = Instance.new("Attachment", chr["Torso"])
RightLeg1.WorldPosition = Vector3.new(chr["Right Leg"].Position.X,chr["Right Leg"].Position.Y + 1.0,chr["Right Leg"].Position.Z - 1.0)
local LeftLeg1 = Instance.new("Attachment", chr["Torso"])
LeftLeg1.WorldPosition = Vector3.new(chr["Left Leg"].Position.X,chr["Left Leg"].Position.Y + 1.0,chr["Left Leg"].Position.Z - 1.0)
--Lerp part 2
local RightLeg2 = Instance.new("Attachment", chr["Torso"])
RightLeg2.WorldPosition = Vector3.new(chr["Right Leg"].Position.X,chr["Right Leg"].Position.Y,chr["Right Leg"].Position.Z - 0.5)
local LeftLeg2 = Instance.new("Attachment", chr["Torso"])
LeftLeg2.WorldPosition = Vector3.new(chr["Left Leg"].Position.X,chr["Left Leg"].Position.Y,chr["Left Leg"].Position.Z - 0.5)
--Lerp part 3
local RightLeg3 = Instance.new("Attachment", chr["Torso"])
RightLeg3.WorldPosition = Vector3.new(chr["Right Leg"].Position.X,chr["Right Leg"].Position.Y,chr["Right Leg"].Position.Z + 0.2)
local LeftLeg3 = Instance.new("Attachment", chr["Torso"])
LeftLeg3.WorldPosition = Vector3.new(chr["Left Leg"].Position.X,chr["Left Leg"].Position.Y,chr["Left Leg"].Position.Z + 0.2)
LegsPart = 0
game:GetService("RunService").Heartbeat:connect(function()
--arms
chr["Right Arm"].Orientation = Vector3.new(chr.Torso.Orientation.X - RightHandBlue.Position.Y.Offset,chr.Torso.Orientation.Y - RightHandBlue.Position.X.Offset,chr.Torso.Orientation.Z)
chr["Left Arm"].Orientation = Vector3.new(chr.Torso.Orientation.X - LeftHandRed.Position.Y.Offset,chr.Torso.Orientation.Y + LeftHandRed.Position.X.Offset,chr.Torso.Orientation.Z )
--In First Person Arm
RIGHTARMFIRSTPERSON.CFrame = RIGHTARMFIRSTPERSON.CFrame:Lerp(chr["Right Arm"].CFrame, 0.7)
LEFTARMFIRSTPERSON.CFrame = LEFTARMFIRSTPERSON.CFrame:Lerp(chr["Left Arm"].CFrame, 0.7)
chr.Head.Velocity = Vector3.new(0,3,0)
chr.Torso.Velocity = Vector3.new(0,3,0)
chr["Right Arm"].Velocity = Vector3.new(0,3,0)
chr["Left Arm"].Velocity = Vector3.new(0,3,0)
chr["Right Leg"].Velocity = Vector3.new(0,3,0)
chr["Left Leg"].Velocity = Vector3.new(0,3,0)
if chr.Humanoid.Health < 1 then
LeftHandRedParent.Position = UDim2.new(99, 0, 0.3, 0)
RightHandBlueParent.Position = UDim2.new(99, 0, 0.3, 0)
end
--sit
if chr.Humanoid.Sit == true then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg1.WorldCFrame, 0.7)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg1.WorldCFrame, 0.65)
end
if chr.Humanoid.Sit == false then
--idle
if chr.Torso.Velocity.Magnitude < 4 then
if chr.Torso.Velocity.Y < 4 then
if chr.Torso.Velocity.Y > -4 then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg0.WorldCFrame, 0.7)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg0.WorldCFrame, 0.65)
end
end
end
--air
if chr.Torso.Velocity.Y > 4 then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg1.WorldCFrame, 0.7)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg1.WorldCFrame, 0.65)
end
if chr.Torso.Velocity.Y < -4 then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg1.WorldCFrame, 0.7)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg1.WorldCFrame, 0.65)
end
--walking
if chr.Torso.Velocity.Magnitude > 4 then
if chr.Torso.Velocity.Y < 4 then
if chr.Torso.Velocity.Y > -4 then
if LegsPart == 0 then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg1.WorldCFrame, 0.35)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg2.WorldCFrame, 0.35)
wait(0.15)
LegsPart = 1
end
if LegsPart == 1 then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg2.WorldCFrame, 0.35)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg3.WorldCFrame, 0.35)
wait(0.15)
LegsPart = 2
end
if LegsPart == 2 then
chr["Right Leg"].CFrame = chr["Right Leg"].CFrame:Lerp(RightLeg3.WorldCFrame, 0.36)
chr["Left Leg"].CFrame = chr["Left Leg"].CFrame:Lerp(LeftLeg1.WorldCFrame, 0.35)
wait(0.15)
LegsPart = 0
end
end
end
end
end
wait(0.5)
end)



this scriot its not made by me i found it and was dead so i revived it but use currentangle v2
what is currentangle v2
Reanimation
ngl this looks the exact same, do i need to add current angle v2 to it myself?
with current angle v2 it is hella buggy, u did not revive it
Can you make a better version of your ragdoll script? Although the script is good, it's not the best. Because the player's limbs sometimes pierce through the torso, and their head goes through the ground and the player's body... Would the R6 ragdoll from some games be better? Have you seen that? Let me clarify, if you can't do it or don't want to, just say so and don't do it. I'll be happy with the one you made.
i may fix that ok
I have a small question does this work on oxide reanim?
Did it got patched? Because the first time it worked. I leaved roblox, and now. It's not working, i also used reanimation
i think the reanimation is patched or smth.
is it fe?
Does this work in roblox studio or executor?
visual
Mobile friendly???
yo can you make your script better cause when i execute it i would go flying
I dont like fe
make's u float for some reason
not working for me, when i run the script i start floating :/