rootpart reanimation credits to somethingsimade
Key RequiredUniversal

rootpart reanimation credits to somethingsimade

Universal Scriptsirmeowsnotalotsirmeowsnotalot 4.3K views 24 executesUpdated May 21, 2025
5.0/ 5(1 votes)
10100% Positive
Lua Script•720 lines (19205 chars)
local twait = task.wait
local tspawn = task.spawn
local startTime = tick()

for i = 1, 500 do
	tspawn(function()
		while twait() do
			if tick() - startTime >= 10 then
				break
			end
			pcall(function()
				if game:GetService("Players").LocalPlayer.Character:GetAttribute("fakeCharacter") then
					return
				end
				game:GetService("Players").LocalPlayer.Character.Animate:Destroy()
				game:GetService("Players").LocalPlayer.Character.Humanoid.Animator:Destroy()
			end)
		end
	end)
end

--configuration

local usedefaultanims = true

local transparency_level = 1

--configuration end

local LocalPlayer = game:GetService("Players").LocalPlayer

local function removeAnims(character)
	if character:GetAttribute("fakeCharacter") then
		return
	end
	local humanoid = character:WaitForChild("Humanoid", 5)
	local animator = humanoid:FindFirstChildWhichIsA("Animator")
	animator:Destroy()
	local animateModule = character:FindFirstChild("Animate")
	animateModule:Destroy()
	local a = humanoid.DescendantAdded:Connect(function(child)
		if child:IsA("Animator") then
			child:Destroy()
			a:Disconnect()
			a = nil
		end
	end)
end

LocalPlayer.CharacterAdded:Once(removeAnims)
if LocalPlayer.Character then
	removeAnims(LocalPlayer.Character)
end

LocalPlayer.Character.Archivable = true
local originalChar = LocalPlayer.Character
local fakeChar = originalChar:Clone()
fakeChar.Name = LocalPlayer.Name .. "_Fake"
fakeChar.Parent = workspace
fakeChar:SetAttribute("fakeCharacter", true)


originalChar:BreakJoints()
LocalPlayer.Character = nil

repeat
	twait()
until LocalPlayer.Character

local newChar = LocalPlayer.Character
newChar.Archivable = true

tspawn(function()
	for _, obj in ipairs(fakeChar:GetChildren()) do
		if obj:IsA("LocalScript") then
			obj.Enabled = false
		end
	end
end)

for _, part in ipairs(fakeChar:GetDescendants()) do
	if part:IsA("BasePart") or part:IsA("Decal") then
		part.Transparency = transparency_level
	end
end

LocalPlayer.Character = fakeChar

local newchartorso = newChar:WaitForChild("Torso")

local function disableCollisions()
	for _, char in ipairs({ newChar }) do
		for _, obj in ipairs(char:GetChildren()) do
			if obj:IsA("BasePart") then
				obj.CanCollide = false
				obj.Massless = true
			end
		end
	end
end

local RunService = game:GetService("RunService")

RunService.Heartbeat:Connect(function()
	if fakeChar:FindFirstChild("Torso") then
		newChar:WaitForChild("HumanoidRootPart").CFrame = fakeChar.Torso.CFrame
		--[[newChar.HumanoidRootPart.Velocity = Vector3.new(0, 0, 0)
		newChar.HumanoidRootPart.RotVelocity = Vector3.new(0, 0, 0)]]
	end
end)
local humanoidnewchar = newChar:FindFirstChildWhichIsA("Humanoid")

humanoidnewchar.PlatformStand = true
humanoidnewchar.AutoRotate = false

tspawn(function()
	while twait(5) do
		newChar.Humanoid.PlatformStand = false
		twait(0.1)
		newChar.Humanoid.PlatformStand = true
	end
end)

RunService.PreSimulation:Connect(function()
	pcall(disableCollisions)
end)

workspace.CurrentCamera.CameraSubject = fakeChar:FindFirstChild("Humanoid")

if usedefaultanims then

	local script = fakeChar:FindFirstChild("Animate") or (function()
		local temp = Instance.new("LocalScript", fakeChar)
		temp.Name = "Animate"
		return temp
	end)()

	-- humanoidAnimatePlayEmote.lua

	local Figure = script.Parent
	local Torso = Figure:WaitForChild("Torso")
	local RightShoulder = Torso:WaitForChild("Right Shoulder")
	local LeftShoulder = Torso:WaitForChild("Left Shoulder")
	local RightHip = Torso:WaitForChild("Right Hip")
	local LeftHip = Torso:WaitForChild("Left Hip")
	local Neck = Torso:WaitForChild("Neck")
	local Humanoid = Figure:WaitForChild("Humanoid")
	local pose = "Standing"

	local EMOTE_TRANSITION_TIME = 0.1

	local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
	local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue

	local function getRigScale()
		if userAnimateScaleRun then
			return Figure:GetScale()
		else
			return 1
		end
	end

	local currentAnim = ""
	local currentAnimInstance = nil
	local currentAnimTrack = nil
	local currentAnimKeyframeHandler = nil
	local currentAnimSpeed = 1.0
	local animTable = {}
	local animNames = { 
		idle = 	{	
			{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
			{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
		},
		walk = 	{ 	
			{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 } 
		}, 
		run = 	{
			{ id = "run.xml", weight = 10 } 
		}, 
		jump = 	{
			{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } 
		}, 
		fall = 	{
			{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } 
		}, 
		climb = {
			{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } 
		}, 
		sit = 	{
			{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } 
		},	
		toolnone = {
			{ id = "http://www.roblox.com/asset/?id=182393478", weight = 10 } 
		},
		toolslash = {
			{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 } 
			--				{ id = "slash.xml", weight = 10 } 
		},
		toollunge = {
			{ id = "http://www.roblox.com/asset/?id=129967478", weight = 10 } 
		},
		wave = {
			{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } 
		},
		point = {
			{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } 
		},
		dance1 = {
			{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 }, 
			{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 }, 
			{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 } 
		},
		dance2 = {
			{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 }, 
			{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 }, 
			{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 } 
		},
		dance3 = {
			{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 }, 
			{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 }, 
			{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 } 
		},
		laugh = {
			{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } 
		},
		cheer = {
			{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } 
		},
	}
	local dances = {"dance1", "dance2", "dance3"}

	-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
	local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

	function configureAnimationSet(name, fileList)
		if (animTable[name] ~= nil) then
			for _, connection in pairs(animTable[name].connections) do
				connection:disconnect()
			end
		end
		animTable[name] = {}
		animTable[name].count = 0
		animTable[name].totalWeight = 0	
		animTable[name].connections = {}

		-- check for config values
		local config = script:FindFirstChild(name)
		if (config ~= nil) then
			--		print("Loading anims " .. name)
			table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
			table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
			local idx = 1
			for _, childPart in pairs(config:GetChildren()) do
				if (childPart:IsA("Animation")) then
					table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
					animTable[name][idx] = {}
					animTable[name][idx].anim = childPart
					local weightObject = childPart:FindFirstChild("Weight")
					if (weightObject == nil) then
						animTable[name][idx].weight = 1
					else
						animTable[name][idx].weight = weightObject.Value
					end
					animTable[name].count = animTable[name].count + 1
					animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
					--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
					idx = idx + 1
				end
			end
		end

		-- fallback to defaults
		if (animTable[name].count <= 0) then
			for idx, anim in pairs(fileList) do
				animTable[name][idx] = {}
				animTable[name][idx].anim = Instance.new("Animation")
				animTable[name][idx].anim.Name = name
				animTable[name][idx].anim.AnimationId = anim.id
				animTable[name][idx].weight = anim.weight
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
				--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
			end
		end
	end

	-- Setup animation objects
	function scriptChildModified(child)
		local fileList = animNames[child.Name]
		if (fileList ~= nil) then
			configureAnimationSet(child.Name, fileList)
		end	
	end

	script.ChildAdded:connect(scriptChildModified)
	script.ChildRemoved:connect(scriptChildModified)

	-- Clear any existing animation tracks
	-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
	local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
	if animator then
		local animTracks = animator:GetPlayingAnimationTracks()
		for i,track in ipairs(animTracks) do
			track:Stop(0)
			track:Destroy()
		end
	end


	for name, fileList in pairs(animNames) do 
		configureAnimationSet(name, fileList)
	end	

	-- ANIMATION

	-- declarations
	local toolAnim = "None"
	local toolAnimTime = 0

	local jumpAnimTime = 0
	local jumpAnimDuration = 0.3

	local toolTransitionTime = 0.1
	local fallTransitionTime = 0.3
	local jumpMaxLimbVelocity = 0.75

	-- functions

	function stopAllAnimations()
		local oldAnim = currentAnim

		-- return to idle if finishing an emote
		if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
			oldAnim = "idle"
		end

		currentAnim = ""
		currentAnimInstance = nil
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end

		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop()
			currentAnimTrack:Destroy()
			currentAnimTrack = nil
		end
		return oldAnim
	end

	function setAnimationSpeed(speed)
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end

	function keyFrameReachedFunc(frameName)
		if (frameName == "End") then

			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.0, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end

	-- Preload animations
	function playAnimation(animName, transitionTime, humanoid) 

		local roll = math.random(1, animTable[animName].totalWeight) 
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
		--		print(animName .. " " .. idx .. " [" .. origRoll .. "]")
		local anim = animTable[animName][idx].anim

		-- switch animation		
		if (anim ~= currentAnimInstance) then

			if (currentAnimTrack ~= nil) then
				currentAnimTrack:Stop(transitionTime)
				currentAnimTrack:Destroy()
			end

			currentAnimSpeed = 1.0

			-- load it to the humanoid; get AnimationTrack
			currentAnimTrack = humanoid:LoadAnimation(anim)
			currentAnimTrack.Priority = Enum.AnimationPriority.Core

			-- play the animation
			currentAnimTrack:Play(transitionTime)
			currentAnim = animName
			currentAnimInstance = anim

			-- set up keyframe name triggers
			if (currentAnimKeyframeHandler ~= nil) then
				currentAnimKeyframeHandler:disconnect()
			end
			currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)

		end

	end

	-------------------------------------------------------------------------------------------
	-------------------------------------------------------------------------------------------

	local toolAnimName = ""
	local toolAnimTrack = nil
	local toolAnimInstance = nil
	local currentToolAnimKeyframeHandler = nil

	function toolKeyFrameReachedFunc(frameName)
		if (frameName == "End") then
			--		print("Keyframe : ".. frameName)	
			playToolAnimation(toolAnimName, 0.0, Humanoid)
		end
	end


	function playToolAnimation(animName, transitionTime, humanoid, priority)	 

		local roll = math.random(1, animTable[animName].totalWeight) 
		local origRoll = roll
		local idx = 1
		while (roll > animTable[animName][idx].weight) do
			roll = roll - animTable[animName][idx].weight
			idx = idx + 1
		end
		--		print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then

			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end

			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end

			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
	end

	function stopToolAnimations()
		local oldAnim = toolAnimName

		if (currentToolAnimKeyframeHandler ~= nil) then
			currentToolAnimKeyframeHandler:disconnect()
		end

		toolAnimName = ""
		toolAnimInstance = nil
		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			toolAnimTrack = nil
		end


		return oldAnim
	end

	-------------------------------------------------------------------------------------------
	-------------------------------------------------------------------------------------------


	function onRunning(speed)
		speed /= getRigScale()

		if speed > 0.01 then
			playAnimation("walk", 0.1, Humanoid)
			if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
				setAnimationSpeed(speed / 14.5)
			end
			pose = "Running"
		else
			if emoteNames[currentAnim] == nil then
				playAnimation("idle", 0.1, Humanoid)
				pose = "Standing"
			end
		end
	end

	function onDied()
		pose = "Dead"
	end

	function onJumping()
		playAnimation("jump", 0.1, Humanoid)
		jumpAnimTime = jumpAnimDuration
		pose = "Jumping"
	end

	function onClimbing(speed)
		speed /= getRigScale()

		playAnimation("climb", 0.1, Humanoid)
		setAnimationSpeed(speed / 12.0)
		pose = "Climbing"
	end

	function onGettingUp()
		pose = "GettingUp"
	end

	function onFreeFall()
		if (jumpAnimTime <= 0) then
			playAnimation("fall", fallTransitionTime, Humanoid)
		end
		pose = "FreeFall"
	end

	function onFallingDown()
		pose = "FallingDown"
	end

	function onSeated()
		pose = "Seated"
	end

	function onPlatformStanding()
		pose = "PlatformStanding"
	end

	function onSwimming(speed)
		if speed > 0 then
			pose = "Running"
		else
			pose = "Standing"
		end
	end

	function getTool()	
		for _, kid in ipairs(Figure:GetChildren()) do
			if kid.className == "Tool" then return kid end
		end
		return nil
	end

	function getToolAnim(tool)
		for _, c in ipairs(tool:GetChildren()) do
			if c.Name == "toolanim" and c.className == "StringValue" then
				return c
			end
		end
		return nil
	end

	function animateTool()

		if (toolAnim == "None") then
			playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
			return
		end

		if (toolAnim == "Slash") then
			playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
			return
		end

		if (toolAnim == "Lunge") then
			playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
			return
		end
	end

	function moveSit()
		RightShoulder.MaxVelocity = 0.15
		LeftShoulder.MaxVelocity = 0.15
		RightShoulder:SetDesiredAngle(3.14 /2)
		LeftShoulder:SetDesiredAngle(-3.14 /2)
		RightHip:SetDesiredAngle(3.14 /2)
		LeftHip:SetDesiredAngle(-3.14 /2)
	end

	local lastTick = 0

	function move(time)
		local amplitude = 1
		local frequency = 1
		local deltaTime = time - lastTick
		lastTick = time

		local climbFudge = 0
		local setAngles = false

		if (jumpAnimTime > 0) then
			jumpAnimTime = jumpAnimTime - deltaTime
		end

		if (pose == "FreeFall" and jumpAnimTime <= 0) then
			playAnimation("fall", fallTransitionTime, Humanoid)
		elseif (pose == "Seated") then
			playAnimation("sit", 0.5, Humanoid)
			return
		elseif (pose == "Running") then
			playAnimation("walk", 0.1, Humanoid)
		elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
			--		print("Wha " .. pose)
			stopAllAnimations()
			amplitude = 0.1
			frequency = 1
			setAngles = true
		end

		if (setAngles) then
			local desiredAngle = amplitude * math.sin(time * frequency)

			RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
			LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
			RightHip:SetDesiredAngle(-desiredAngle)
			LeftHip:SetDesiredAngle(-desiredAngle)
		end

		-- Tool Animation handling
		local tool = getTool()
		if tool and tool:FindFirstChild("Handle") then

			local animStringValueObject = getToolAnim(tool)

			if animStringValueObject then
				toolAnim = animStringValueObject.Value
				-- message recieved, delete StringValue
				animStringValueObject.Parent = nil
				toolAnimTime = time + .3
			end

			if time > toolAnimTime then
				toolAnimTime = 0
				toolAnim = "None"
			end

			animateTool()		
		else
			stopToolAnimations()
			toolAnim = "None"
			toolAnimInstance = nil
			toolAnimTime = 0
		end
	end

	-- connect events
	Humanoid.Died:connect(onDied)
	Humanoid.Running:connect(onRunning)
	Humanoid.Jumping:connect(onJumping)
	Humanoid.Climbing:connect(onClimbing)
	Humanoid.GettingUp:connect(onGettingUp)
	Humanoid.FreeFalling:connect(onFreeFall)
	Humanoid.FallingDown:connect(onFallingDown)
	Humanoid.Seated:connect(onSeated)
	Humanoid.PlatformStanding:connect(onPlatformStanding)
	Humanoid.Swimming:connect(onSwimming)

	---- setup emote chat hook
	game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
		local emote = ""
		if msg == "/e dance" then
			emote = dances[math.random(1, #dances)]
		elseif (string.sub(msg, 1, 3) == "/e ") then
			emote = string.sub(msg, 4)
		elseif (string.sub(msg, 1, 7) == "/emote ") then
			emote = string.sub(msg, 8)
		end

		if (pose == "Standing" and emoteNames[emote] ~= nil) then
			playAnimation(emote, 0.1, Humanoid)
		end

	end)

	-- emote bindable hook
	--[[script:WaitForChild("PlayEmote").OnInvoke = function(emote)
		-- Only play emotes when idling
		if pose ~= "Standing" then
			return
		end
		if emoteNames[emote] ~= nil then
			-- Default emotes
			playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)

			return true, currentAnimTrack
		end

		-- Return false to indicate that the emote could not be played
		return false
	end]]
	-- main program

	-- initialize to idle
	playAnimation("idle", 0.1, Humanoid)
	pose = "Standing"

	while Figure.Parent ~= nil do
		local _, time = wait(0.1)
		move(time)
	end

end

Features & Information

All it does is just move ur humanoidrootpart when playing animations
#Reanimation#Humanoidrootpart reanimation#Rootpart reanimation#FE

Community Comments (3)

INDRIPRISXTENXXINDRIPRISXTENXXMay 21, 2025

thank you

XerytXerytJul 31, 2025

Fe?

John_SkibidiJohn_SkibidiDec 5, 2025

Dinner Bone

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