Parts glitch out and fly everywhere when grapple system activated in succession

I’m messing around with a grapple/web swinging script I found, and I’ve fixed a lot of the issues that I’ve had with it.

The only issue is that whenever I fire two of the same hand grapples at a part, it glitches out and makes the grapple very bug-prone

I have absolutely no idea how to go about fixing this issue

Here’s the code:

function clerp(c1,c2,al)
	local com1 = {c1.X,c1.Y,c1.Z,c1:toEulerAnglesXYZ()}
	local com2 = {c2.X,c2.Y,c2.Z,c2:toEulerAnglesXYZ()}
	for i,v in pairs(com1) do 
		com1[i] = v+(com2[i]-v)*al
	end
	return CFrame.new(com1[1],com1[2],com1[3]) * CFrame.Angles(select(4,unpack(com1)))
end

plr = game:service'Players'.LocalPlayer
plrgui = plr.PlayerGui
char = plr.Character
mouse = plr:GetMouse()
humanoid = char:findFirstChild("Humanoid")
torso = char:findFirstChild("Torso")
head = char.Head
ra = char:findFirstChild("Right Arm")
la = char:findFirstChild("Left Arm")
rl = char:findFirstChild("Right Leg")
ll = char:findFirstChild("Left Leg")
rs = torso:findFirstChild("Right Shoulder")
ls = torso:findFirstChild("Left Shoulder")
rh = torso:findFirstChild("Right Hip")
lh = torso:findFirstChild("Left Hip")
neck = torso:findFirstChild("Neck")
rj = char:findFirstChild("HumanoidRootPart"):findFirstChild("RootJoint")
rootpart = char:findFirstChild("HumanoidRootPart")
camera = workspace.CurrentCamera
anim = char:findFirstChild("Animate")
if anim then
	anim:Destroy()
end

local lal = Instance.new('Sound', head)
lal.SoundId = "0"
lal.Volume = 1
lal:play()
game:service'Debris':AddItem(lal, 8)

local rm = Instance.new("Weld", torso)
rm.C0 = CFrame.new(1.5, 0.5, 0)
rm.C1 = CFrame.new(0, 0.5, 0)
rm.Part0 = torso
rm.Part1 = ra
rm.Name = 'Right Shoulder'

local lm = Instance.new("Weld", torso)
lm.C0 = CFrame.new(-1.5, 0.5, 0)
lm.C1 = CFrame.new(0, 0.5, 0)
lm.Part0 = torso
lm.Part1 = la
lm.Name = 'Left Shoulder'

local rlegm = Instance.new("Weld", torso)
rlegm.C0 = CFrame.new(0.5, -1, 0)
rlegm.C1 = CFrame.new(0, 1, 0)
rlegm.Part0 = torso
rlegm.Part1 = rl

local llegm = Instance.new("Weld", torso)
llegm.C0 = CFrame.new(-0.5, -1, 0)
llegm.C1 = CFrame.new(0, 1, 0)
llegm.Part0 = torso
llegm.Part1 = ll

rj.C0 = CFrame.new()
rj.C1 = CFrame.new()

neck.C0 = CFrame.new(0, 1, 0)
neck.C1 = CFrame.new(0, -0.5, 0)


local speed = 0.3
local angle = 0
local anglespeed = 1
rsc0 = rm.C0
lsc0 = lm.C0
llc0 = llegm.C0
rlc0 = rlegm.C0
rootc0 = rj.C0
neckc0 = neck.C0

model = Instance.new('Model', char)
model.Name = '3DG'
function Weld(part0,part1,c1,c0)
	local w = Instance.new('Weld', model)
	w.Part0 = part0
	w.Part1 = part1
	w.C0 = c0 or CFrame.new()
	w.C1 = c1 or CFrame.new()
end

local BasePart = Instance.new('Part')
BasePart.FormFactor = 'Custom'
BasePart.Material = 'Air'
BasePart.CanCollide = false
BasePart.Locked = true
BasePart.TopSurface = 10
BasePart.BottomSurface = 10
BasePart.LeftSurface = 10
BasePart.RightSurface = 10
BasePart.FrontSurface = 10
BasePart.BackSurface = 10
BasePart:breakJoints()

local ropeStart = BasePart:clone()
ropeStart.Size = Vector3.new(.2,1.75,.2)
ropeStart.Parent = model
ropeStart.BrickColor = BrickColor.new()
ropeStart:BreakJoints()
Weld(ropeStart, ra, CFrame.new(-.45, -.5, 0))
local ropeStart2 = BasePart:clone()
ropeStart2.Size = Vector3.new(.2,1.75,.2)
ropeStart2.Parent = model
ropeStart2.BrickColor = BrickColor.new()
ropeStart2:BreakJoints()
Weld(ropeStart2, la, CFrame.new(.45, -.5, 0))

local pa = BasePart:clone()
pa.Transparency = 1
pa.BrickColor = BrickColor.new()
pa.Anchored = true
pa.Size = Vector3.new(.5,1,.5)
local special = Instance.new('SpecialMesh', pa)
special.MeshId = "0"
special.Scale = Vector3.new(.25,2,.25)
local ropePA = BasePart:clone()
ropePA.Transparency = 0
ropePA.Parent = pa
ropePA.Anchored = true
ropePA.BrickColor = BrickColor.new'White'
Instance.new('CylinderMesh', ropePA).Scale = Vector3.new(.25,1,.25)

local pa2 = BasePart:clone()
pa2.BrickColor = BrickColor.new()
pa2.Anchored = true
pa2.Size = Vector3.new(.1,.1,.01)
local special = Instance.new('SpecialMesh', pa2)
special.MeshId = "0"
special.Scale = Vector3.new(.25,2,.25)
local ropePA2 = BasePart:clone()
ropePA2.Parent = pa2
ropePA2.Anchored = true
ropePA2.BrickColor = BrickColor.new'White'
Instance.new('CylinderMesh', ropePA2).Scale = Vector3.new(.25,1,.25)

local pa3 = BasePart:clone()
pa3.Transparency = 1
pa3.Anchored = true
pa3.Size = Vector3.new(2,2,2)

local torso3 = Instance.new('Part', char)
torso3.Name = 'FakeTorsoForStuff'
torso3.Size = torso.Size
torso3.Transparency = 1
torso3:breakJoints()
Weld(torso3, torso)

local jumpmode

local bodygyro = Instance.new('BodyGyro', torso)
bodygyro.maxTorque = Vector3.new(14e16,14e16,14e16)
bodygyro.P = 10000

ro=Instance.new("RocketPropulsion",rootpart)
ro.Name = 'RockatPropoolsun'
ro.MaxSpeed=200
ro.MaxThrust=8000
ro.TurnP = 0
ro.MaxTorque=Vector3.new(14e16,14e16,14e16)

ro2=Instance.new("RocketPropulsion",torso)
ro2.Name = 'RockatPropoolsun2'
ro2.MaxSpeed=200
ro2.MaxThrust=8000
ro2.TurnP = 0
ro2.MaxTorque=Vector3.new(14e16,14e16,14e16)
local run
mouse.KeyDown:connect(function(k)
	if k:byte() == 48 then
		run = not run
		if run then
			humanoid.WalkSpeed = 60
		else
			humanoid.WalkSpeed = 25
		end
	end
	if k:byte() == 32 then
		if Grapple1 or Grapple2 then
			wait()
			humanoid.PlatformStand = true
			rlegm.C0 = rlc0 * CFrame.new(0, .5, -.65) * CFrame.Angles(-math.pi/8, 0, .1)
			llegm.C0 = llc0 * CFrame.new(0, .5, -.65) * CFrame.Angles(-math.pi/8, 0, -.1)
			if pa3.Parent ~= nil then
				ro3:Fire()
			end
			if Grapple1 then
				ro:Fire()
			end
			if Grapple2 then
				ro2:Fire()
			end
		end
	end
	if k=="q" then
		local sound = Instance.new('Sound', head)
		sound.SoundId = "rbxassetid://1284846268"
		sound.Pitch = 1+math.random()/3
		sound.Volume = .5
		sound:play()
		game:service'Debris':AddItem(sound,4)
		lm.Parent = torso
		pa.CFrame = la.CFrame
		local grapplepos = pa.Position
		local grapplevelocity = (mouse.Hit.p - grapplepos).unit*50
		local lastgrapplepos = pa.Position 
		while wait() do
			lastgrapplepos = grapplepos 
			grapplepos = grapplepos + grapplevelocity
			local RayCast = Ray.new(lastgrapplepos, (grapplepos - lastgrapplepos))
			local hit, hitpos = workspace:FindPartOnRay(RayCast, char)
			if (torso.Position - pa.Position).magnitude > 900 then
				pa.Parent = nil
				break
			end
			pa.Anchored = true
			pa.CFrame = CFrame.new(grapplepos, grapplepos+grapplevelocity) * CFrame.Angles(math.pi/2, 0, 0)
			pa.Parent = char
			if hit then
				local rotX,rotY,rotZ = pa.CFrame:toEulerAnglesXYZ()
				local sound = Instance.new('Sound', head)
				sound.Pitch = 1.2+math.random()/3
				sound.Volume = .25
				sound:play()
				game:service'Debris':AddItem(sound,4)
				pa.Parent = char
				pa.CFrame=CFrame.new(hitpos.x, hitpos.y, hitpos.z)*CFrame.Angles(rotX,rotY,rotZ)*CFrame.Angles(math.pi,0,0)
				ro.Target=pa
				lm.Parent = torso
				local ray = Ray.new(rootpart.Position, Vector3.new(0, -6, 0))
				local hitz, enz = workspace:FindPartOnRay(ray, char)
				local hum = hit and hit.Parent and hit.Parent:findFirstChild'Humanoid'
				if hum then
					hum:TakeDamage(math.random(7,11))
				end
				local hum = hit and hit.Parent and hit.Parent.Parent and hit.Parent.Parent:findFirstChild'Humanoid'
				if hum then
					hum:TakeDamage(math.random(7,11))
				end
				if pa.Parent ~= nil and humanoid.PlatformStand or not (hitz and hitz.CanCollide) then
					ro:Fire()
					if jumpmode then
						humanoid.Jump = true
					end
				end
				Gweld = Instance.new("Weld", char)
				Gweld.C0 = hit.CFrame:toObjectSpace(pa.CFrame)
				Gweld.Part0 = hit
				Gweld.Part1 = pa
				pa.Anchored = false
				Grapple1Hit = hit
				Grapple1 = true
				break
			end
			pa.Anchored = true
			pa.CFrame = CFrame.new(grapplepos, grapplepos+grapplevelocity) * CFrame.Angles(math.pi/2, 0, 0)
		end
	end
	if k=="e" then
		local sound = Instance.new('Sound', head)
		sound.SoundId = "rbxassetid://1284846268"
		sound.Pitch = 1+math.random()/3
		sound.Volume = .5
		sound:play()
		game:service'Debris':AddItem(sound,4)
		pa2.CFrame = ra.CFrame
		rm.Parent = torso
		local grapplepos = pa2.Position
		local grapplevelocity = (mouse.Hit.p - grapplepos).unit*50
		local lastgrapplepos = pa2.Position 
		while wait() do
			lastgrapplepos = grapplepos 
			grapplepos = grapplepos + grapplevelocity
			local RayCast = Ray.new(lastgrapplepos, (grapplepos - lastgrapplepos))
			local hit, hitpos = workspace:FindPartOnRay(RayCast, char)
			if (torso.Position - pa2.Position).magnitude > 900 then
				pa2.Parent = nil
				break
			end
			pa2.Anchored = true
			pa2.CFrame = CFrame.new(grapplepos, grapplepos+grapplevelocity) * CFrame.Angles(math.pi/2, 0, 0)
			pa2.Parent = char
			if hit then
				local rotX,rotY,rotZ = pa2.CFrame:toEulerAnglesXYZ()
				local sound = Instance.new('Sound', head)
				sound.Pitch = 1.2+math.random()/3
				sound.Volume = .25
				sound:play()
				game:service'Debris':AddItem(sound,4)
				pa2.Parent = char
				pa2.CFrame=CFrame.new(hitpos.x, hitpos.y, hitpos.z)*CFrame.Angles(rotX,rotY,rotZ)*CFrame.Angles(math.pi,0,0)
				ro2.Target=pa2
				rm.Parent = torso
				local ray = Ray.new(rootpart.Position, Vector3.new(0, -6, 0))
				local hitz, enz = workspace:FindPartOnRay(ray, char)
				local hum = hit and hit.Parent and hit.Parent:findFirstChild'Humanoid'
				if hum then
					hum:TakeDamage(math.random(7,11))
				end
				local hum = hit and hit.Parent and hit.Parent.Parent and hit.Parent.Parent:findFirstChild'Humanoid'
				if hum then
					hum:TakeDamage(math.random(7,11))
				end
				if pa2.Parent ~= nil and humanoid.PlatformStand or not (hitz and hitz.CanCollide) then
					if jumpmode then
						humanoid.Jump = true
					end
					ro2:Fire()
				end
				Gweld2 = Instance.new("Weld", char)
				Gweld2.C0 = hit.CFrame:toObjectSpace(pa2.CFrame)
				Gweld2.Part0 = hit
				Gweld2.Part1 = pa2
				pa2.Anchored = false
				Grapple2Hit = hit
				Grapple2 = true
				break
			end
			pa2.Anchored = true
			pa2.CFrame = CFrame.new(grapplepos, grapplepos+grapplevelocity) * CFrame.Angles(math.pi/2, 0, 0)
		end
	end
end)

mouse.KeyUp:connect(function(k)
	if k=="q" then
		pcall(function() Gweld:remove() end)
		game:service'RunService'.RenderStepped:wait()
		pcall(function() pa.Parent = nil Grapple1 = false end)
		pcall(function() ro:Abort() end)
		game:service'RunService'.RenderStepped:wait()
		pcall(function() ro2.Target=pa2 if Grapple2 and humanoid.PlatformStand or Grapple2 and not hitz then ro2:Fire() end end)
	elseif k=="e" then
		pcall(function() Gweld2:remove() end)
		game:service'RunService'.RenderStepped:wait()
		pcall(function() pa2.Parent = nil Grapple2 = false end)
		pcall(function() ro2:Abort() end)
		game:service'RunService'.RenderStepped:wait()
		pcall(function() ro.Target=pa if Grapple1 and humanoid.PlatformStand or Grapple1 and not hitz then ro:Fire() end end)
	end
end)



game:service'RunService'.RenderStepped:connect(function()
	angle = (angle % 100) + anglespeed/10
	mvmnt = math.pi * math.sin(math.pi*2/100*(angle*10))
	local rscf = rsc0
	local lscf = lsc0
	local rlcf = rlc0
	local llcf = llc0
	local rjcf = rootc0
	local ncf = neckc0
	for i,object in pairs(char:children()) do
		if object:IsA("Tool") then
			tool = true
			if not debounce then
				for x,value in pairs(object:children()) do
					if value:IsA("StringValue") and value.Name == "toolanim" and value.Value == "Slash" then
						debounce = true
						coroutine.wrap(function()
							slashing = true
							wait(.25)
							slashing = false
							debounce = false
						end)()
						value:Destroy()
					end
				end
			end
		elseif not object:IsA'Tool' then
			tool = false
		end
	end
	if not humanoid.PlatformStand then
		if humanoid.Sit == true then
			speed = 0.05
			anglespeed = 1/4
			ncf = neckc0 * CFrame.Angles(0, 0, 0)
			rjcf = rootc0
			rscf = rsc0 * CFrame.Angles(math.pi/2+math.sin(-angle)*0.05, 0, 0)
			lscf = lsc0 * CFrame.Angles(math.pi/2+math.sin(-angle)*0.05, 0, 0)
			rlcf = rlc0 * CFrame.Angles(math.pi/2+-math.rad(.2), 0, math.rad(.2))
			llcf = llc0 * CFrame.Angles(math.pi/2+math.rad(.2), 0, -math.rad(.2))
		elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude <= 2 then
			anglespeed = 1/4
			speed = 0.2
			ncf = neckc0 * CFrame.Angles(math.sin(angle)*0.075, 0, 0)
			rjcf = rootc0
			rscf = rsc0 * CFrame.new(0, math.sin(angle)*0.05, 0) * CFrame.Angles(math.sin(-angle)*0.05, 0, 0)
			lscf = lsc0 * CFrame.new(0, math.sin(angle)*0.05, 0) * CFrame.Angles(math.sin(-angle)*0.05, 0, 0)
			rlcf = rlc0 * CFrame.Angles(-math.rad(.2), 0, math.rad(.2))
			llcf = llc0 * CFrame.Angles(math.rad(.2), 0, -math.rad(.2))
		elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude <= 20 then
			anglespeed = 1.7
			speed = 0.25
			anglespeed = 2.2
			speed = 0.25
			ncf = neckc0 * CFrame.Angles(0, 0, 0)
			rjcf = rootc0 * CFrame.new(0, math.abs(math.sin(angle))*.055, 0) * CFrame.Angles(-math.rad(1), 0, 0)
			rscf = rsc0 * CFrame.Angles(math.sin(angle)*.5, 0, -math.rad(1))
			lscf = lsc0 * CFrame.Angles(math.sin(-angle)*.5, 0, math.rad(1))
			rlcf = rlc0 * CFrame.new(0, .075 + -math.cos(-angle)*.075, math.sin(angle)*0.1) * CFrame.Angles(math.sin(-angle)*.45, 0, math.rad(.5))
			llcf = llc0 * CFrame.new(0, .075 - -math.cos(angle)*.075, -math.sin(angle)*0.1) * CFrame.Angles(math.sin(angle)*.45, 0, -math.rad(.5))
		elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude >= 20 then
			local RotVelocityZ = torso.RotVelocity.Y
			if RotVelocityZ >= 15 then
				RotVelocityZ = 15
			elseif RotVelocityZ <= -15 then
				RotVelocityZ = -15
			end
			speed = 0.25
			anglespeed = 2.7
			ncf = neckc0 * CFrame.Angles(0, 0, -math.sin(angle)*.045)
			rscf = rsc0 * CFrame.new(0, 0, -math.sin(angle)*0.125) * CFrame.Angles(math.pi/14+math.sin(angle)*1.5, 0, -math.sin(math.abs(angle))*0.3)
			lscf = lsc0 * CFrame.new(0, 0, math.sin(angle)*0.125) * CFrame.Angles(math.pi/14+math.sin(-angle)*1.5, 0, -math.sin(math.abs(angle))*0.3)
			rjcf = rootc0 * CFrame.new(0, math.abs(math.sin(angle))*.175 - .2, 0) * CFrame.Angles(math.abs(math.sin(angle))*0.055 + -math.pi/18, 0, math.rad(RotVelocityZ) + math.sin(angle)*.045)
			rlcf = rlc0 * CFrame.new(0, .3 + -math.cos(-angle)*.3, -.2+math.sin(angle)*0.25) * CFrame.Angles(-math.pi/18+math.sin(-angle)*1.3, 0, math.rad(.5))
			llcf = llc0 * CFrame.new(0, .3 - -math.cos(angle)*.3, -.05-math.sin(angle)*0.25) * CFrame.Angles(-math.pi/18+math.sin(angle)*1.3, 0, -math.rad(.5))
		end
		if tool then
			rscf = rsc0 * CFrame.Angles(math.pi/2, 0, 0)
			if slashing then
				rscf = rsc0
			end
		end
	end
	if pa2.Parent == nil then
		rm.C0 = clerp(rm.C0,rscf,speed)
	end
	if pa.Parent == nil then
		lm.C0 = clerp(lm.C0,lscf,speed)
	end
	rj.C0 = clerp(rj.C0,rjcf,speed)
	neck.C0 = clerp(neck.C0,ncf,speed)
	rlegm.C0 = clerp(rlegm.C0,rlcf,speed)
	llegm.C0 = clerp(llegm.C0,llcf,speed)
end)



game:service'RunService'.RenderStepped:connect(function()
	local ray = Ray.new(rootpart.Position, Vector3.new(0, -7, 0))
	local hitz, enz = workspace:FindPartOnRay(ray, char)
	if hitz and hitz.CanCollide and pa.Parent ~= char and pa2.Parent ~= char then
		bodygyro.Parent = nil
		humanoid.PlatformStand = false
	end
	if pa.Parent ~= nil or Grapple1 then
		local size = (ropeStart2.Position-pa.Position).magnitude
		ropePA.Size = Vector3.new(.2, size, .2) 
		ropePA.CFrame = CFrame.new(ropeStart2.Position, pa.Position) * CFrame.Angles(math.pi/2, 0, 0) * CFrame.new(0, -size/2, 0)
		lm.C0 = CFrame.new(Vector3.new(lsc0.x, lsc0.y, lsc0.z), torso.CFrame:pointToObjectSpace(pa.Position)) * CFrame.Angles(math.pi/2, 0, 0)
	else
		if not debounce and humanoid.PlatformStand then
			lm.C0 = lsc0 * CFrame.Angles(-.15, 0, -.15)
		end
	end
	if pa2.Parent ~= nil or Grapple2 then
		local size = (ropeStart.Position-pa2.Position).magnitude
		ropePA2.Size = Vector3.new(.2, size, .2) 
		ropePA2.CFrame = CFrame.new(ropeStart.Position, pa2.Position) * CFrame.Angles(math.pi/2, 0, 0) * CFrame.new(0, -size/2, 0)
		rm.C0 = CFrame.new(Vector3.new(rsc0.x, rsc0.y, rsc0.z), torso.CFrame:pointToObjectSpace(pa2.Position)) * CFrame.Angles(math.pi/2, 0, 0)
	else
		if not debounce and humanoid.PlatformStand then
			rm.C0 = rsc0 * CFrame.Angles(-.15, 0, .15)
		end
	end
	if Grapple1 and Grapple1Hit.Parent == nil then
		pcall(function() Gweld:remove() end)
		pa.Parent = nil
		Grapple1 = false
		ro:Abort()
	end
	if Grapple2 and Grapple2Hit.Parent == nil then
		pcall(function() Gweld2:remove() end)
		pa2.Parent = nil
		Grapple2 = false
		ro2:Abort()
	end
	if Grapple1 and Grapple2 and (humanoid.PlatformStand or not hitz) then
		local distance = (pa.Position-pa2.Position).magnitude
		bodygyro.Parent = torso
		torso.CFrame = CFrame.new(torso.Position, Vector3.new(camera.CoordinateFrame.x, camera.CoordinateFrame.y, camera.CoordinateFrame.z)) * CFrame.Angles(0, math.pi, 0)
		bodygyro.cframe = CFrame.new(torso.Position, Vector3.new(camera.CoordinateFrame.x, camera.CoordinateFrame.y, camera.CoordinateFrame.z)) * CFrame.Angles(0, math.pi, 0)
		pa3.Parent = char
		if distance <= .5 then
			pa3.CFrame = pa.CFrame
		elseif distance > .5 then
			pa3.CFrame = CFrame.new(pa.Position, pa2.Position) * CFrame.new(0, 0, -distance/2)
		end
		if not MidPointUsed then
			ro3=Instance.new("RocketPropulsion",torso3)
			ro3.Name = 'RockatPropoolsun3'
			ro3.MaxSpeed=250
			ro3.MaxThrust=16000
			ro3.TurnP = 0
			ro3.TurnD = 0
			ro3.MaxTorque=Vector3.new(14e16,14e16,14e16)
			if humanoid.PlatformStand or not hitz then
				ro:Abort()
				ro2:Abort()
			end
			ro3.Target = pa3
			if humanoid.PlatformStand or not hitz then
				ro3:Fire()
			end
			MidPointUsed = true
		end
	elseif (not Grapple1 or not Grapple2) and MidPointUsed == true and (humanoid.PlatformStand or not hitz) then
		pa3.Parent = nil
		MidPointUsed = false
		ro3:Abort()
		ro3:Destroy()
		if Grapple1 then
			ro:Fire()
		end
		if Grapple2 then
			ro2:Fire()
		end
	end
	if not Grapple1 then
		pcall(function() Gweld:remove() end)
	end
	if not Grapple2 then
		pcall(function() Gweld2:remove() end)
	end
	if (Grapple1 or Grapple2) and not hitz then
		bodygyro.Parent = torso
		humanoid.PlatformStand = true
		rlegm.Parent = torso
		llegm.Parent = torso
		lm.Parent = torso
		rm.Parent = torso
		rlegm.C0 = rlc0 * CFrame.new(0, .5, -.65) * CFrame.Angles(-math.pi/8, 0, .1)
		llegm.C0 = llc0 * CFrame.new(0, .5, -.65) * CFrame.Angles(-math.pi/8, 0, -.1)
	end
	if (Grapple1 or Grapple2) and not hitz or humanoid.PlatformStand then
		bodygyro.Parent = torso
		bodygyro.cframe = CFrame.new(torso.Position, Vector3.new(camera.CoordinateFrame.x, camera.CoordinateFrame.y, camera.CoordinateFrame.z)) * CFrame.Angles(0, math.pi, 0)
		rlegm.Parent = torso
		llegm.Parent = torso
		rlegm.C0 = rlc0 * CFrame.new(0, .5, -.65) * CFrame.Angles(-math.pi/8, 0, .1)
		llegm.C0 = llc0 * CFrame.new(0, .5, -.65) * CFrame.Angles(-math.pi/8, 0, -.1)
	end
end)

Thank you :slight_smile: