local RunService = game:GetService("RunService")
RunService.Heartbeat:Connect(function()
for i,Player in pairs(game.Players:GetChildren()) do
local Character = Player.Character
if Player.Character and Player.Character:FindFirstChild("activeODMG") then
if Player.Character.activeODMG:FindFirstChild("Rgear") then
Character.activeODMG:WaitForChild("Rgear").Anchored = true
Character.activeODMG:WaitForChild("Lgear").Anchored = true
local RX,RY,RZ = Character:WaitForChild("Right Leg").CFrame:ToOrientation()
Character.activeODMG:WaitForChild("Rgear").CFrame = Character.activeODMG:WaitForChild("Rgear").CFrame:Lerp(CFrame.new(Character["Right Leg"].CFrame.Position)*CFrame.fromOrientation(0, RY, RZ), .6)
RX,RY,RZ = Character:WaitForChild("Left Leg").CFrame:ToOrientation()
Character.activeODMG:WaitForChild("Lgear").CFrame = Character.activeODMG:WaitForChild("Lgear").CFrame:Lerp((CFrame.new(Character["Left Leg"].CFrame.Position)*CFrame.fromOrientation(0, RY, RZ)), .6)
--
end
end
end
end)
I’m aware the above code is… lackluster but I’m trying to solve the issue at hand right now. Here’s the issue in effect:
Any help? The animation has no data for the parts, and I’ve tried a different running animation to no avail.