Run it
Copy the script and paste it into your executor.
Players = :()
LocalPlayer = Players.LocalPlayer
RunService = :()
SoundService = :()
MODEL_ID =
currentModel =
rootPart =
bones = {}
walkPhase =
twitchPhase =
breathPhase =
rayParams = RaycastParams.()
AUDIO_URL =
FOLDER_NAME =
FILE_NAME =
FILE_PATH = FOLDER_NAME .. .. FILE_NAME
()
writefile isfolder isfile getcustomasset
(FOLDER_NAME) (FOLDER_NAME)
(FILE_PATH)
success, response = (() :(AUDIO_URL) )
success response (FILE_PATH, response)
assetSuccess, assetId = (() (FILE_PATH) )
assetSuccess assetId
customSoundId = ()
screechSound = .()
screechSound.SoundId = customSoundId
screechSound.Volume =
screechSound.Pitch =
screechSound.RollOffMaxDistance =
screechSound.Parent = SoundService
()
screechSound.IsPlaying
.(.(, ) / , () screechSound.IsPlaying screechSound:() )
()
currentModel currentModel:(); currentModel =
bones = {}
char = LocalPlayer.Character
hrp = char char:()
hum = char char:()
hrp hum
animateScript = char:()
animateScript animateScript:()
animator = hum:()
animator _, track (animator:()) track:()
_, obj (char:())
obj:() obj:() obj:() obj:()
obj:()
success, model = (() :( .. MODEL_ID)[] )
success model
_, obj (model:())
obj:()
obj.Anchored =
obj.CanCollide =
obj:() obj:()
obj:()
model.Name =
model.Parent =
currentModel = model
model:()
rootPart = model:(, ) model:()
rootPart
model.PrimaryPart = rootPart
_, obj (model:())
obj:()
bones[obj.Name] = { bone = obj, restCFrame = obj.CFrame }
rayParams.FilterDescendantsInstances = { char, currentModel }
rayParams.FilterType = .RaycastFilterType.Exclude
()
RunService.RenderStepped:((dt)
currentModel rootPart
char = LocalPlayer.Character
hrp = char char:()
hum = char char:()
hrp hum
_, part (char:())
part:() part.Name ~=
part.Transparency =
part.LocalTransparencyModifier =
speed = hum.MoveDirection.Magnitude * hum.WalkSpeed
moving = speed >
lightReaction =
isScaredOfLight =
moving
walkPhase = walkPhase + dt * (speed * )
twitchPhase = twitchPhase + dt *
breathPhase = breathPhase + dt *
.() > ()
walkPhase =
breathPhase = breathPhase + dt *
twitchPhase = twitchPhase + dt * (.() > )
.() > ()
_, obj (:())
obj:() obj:()
obj.Enabled obj.Brightness >
dist = (obj.Parent.Position - hrp.Position).Magnitude
dist <
isScaredOfLight =
lightReaction = .( - (dist / ), , )
isScaredOfLight .() >
()
baseOffset = -
rayOrigin = hrp.Position
floorHit = :(rayOrigin, .(, -, ), rayParams)
floorHit
distanceToFloor = (hrp.Position.Y - floorHit.Position.Y)
baseOffset = -distanceToFloor +
ceilingRay = :(hrp.Position + .(, , ), .(, , ), rayParams)
ceilingRay baseOffset = baseOffset -
sway = moving .(walkPhase) * .()
bob = moving ((.(walkPhase * ) * ) - )
rootPart.CFrame = hrp.CFrame * .(, baseOffset + bob, )
(name, rotOffset)
bData = bones[name]
bData bData.bone.CFrame = bData.restCFrame * rotOffset
breath = .(breathPhase) * .()
huntPose =
isScaredOfLight
huntPose = .() * lightReaction
huntPose = moving .(-) .(-)
(, .(huntPose + sway + breath, , ))
(, .(sway + breath, , ))
(, .(sway, , ))
hunch = isScaredOfLight .() .(-)
(, .(hunch + breath, , ))
(, .(hunch, , ))
(, .(hunch, , ))
headTwitch = .(twitchPhase * ) * .()
neckTwitch = .(twitchPhase * ) * .()
(, .(hunch + neckTwitch, headTwitch, ))
moving
(phase)
s = .(phase)
c = .(phase)
thighRotX = s * .()
kneeRotX = (s > ) -(s * .()) -.()
thighRotZ = c * .()
.(thighRotX, , thighRotZ), .(kneeRotX, , )
rThigh, rKnee = (walkPhase)
lThigh, lKnee = (walkPhase + .pi)
(, rThigh)
(, lThigh)
(, rKnee)
(, lKnee)
(phase)
s = .(phase)
.(s * .(), , )
(, (walkPhase))
(, (walkPhase + .pi))
idleThigh = isScaredOfLight .() .()
(, .(idleThigh, , ))
(, .(idleThigh, , ))
(, .(-.(), , ))
(, .(-.(), , ))
(, .(.(), , ))
(, .(.(), , ))
armSwing = moving .(walkPhase + .pi) * .()
tremble = .(twitchPhase) * .()
coverFace = isScaredOfLight .() * lightReaction
armL = .(armSwing + tremble + .() + coverFace, , .())
armR = .(-armSwing - tremble + .() + coverFace, , .(-))
shoulderR = bones[] bones[].bone.WorldPosition
shoulderL = bones[] bones[].bone.WorldPosition
shoulderR
hitR = :(shoulderR, rootPart.CFrame.RightVector * , rayParams)
hitR
lookDir = (hitR.Position - shoulderR).Unit
armR = .(.(,,), lookDir) * .(.(-), , )
shoulderL
hitL = :(shoulderL, -rootPart.CFrame.RightVector * , rayParams)
hitL
lookDir = (hitL.Position - shoulderL).Unit
armL = .(.(,,), lookDir) * .(.(-), , )
(, armR)
(, armL)
)
LocalPlayer.CharacterAdded:(()
.()
()
)
.()
()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
This is a script that morph you into the locusI

Universal