Run it
Copy the script and paste it into your executor.
Players = :()
UIS = :()
RS = :()
player = Players.LocalPlayer
char = player.Character player.CharacterAdded:()
hum = char:()
root = char:()
hum.RigType ~= .HumanoidRigType.R15
()
(c)
a = c:()
a
a.Disabled =
(() a:() )
(char)
animator = hum:() .()
animator.Parent = hum
_, t (animator:())
t:()
IDS = {
Idle = ,
Walk = ,
Sprint = ,
}
tracks = {}
current =
sprinting =
(id)
anim = .()
anim.AnimationId = id
track = animator:(anim)
track.Priority = .AnimationPriority.Action4
track.Looped =
track
tracks.Idle = (IDS.Idle)
tracks.Walk = (IDS.Walk)
tracks.Sprint = (IDS.Sprint)
(name)
track = tracks[name]
track
current == track
current
current:()
current = track
track:()
WALK_SPEED =
SPRINT_SPEED =
hum.WalkSpeed = WALK_SPEED
UIS.InputBegan:((input, gpe)
gpe
input.KeyCode == .KeyCode.LeftShift input.KeyCode == .KeyCode.RightShift
sprinting =
hum.WalkSpeed = SPRINT_SPEED
)
UIS.InputEnded:((input)
input.KeyCode == .KeyCode.LeftShift input.KeyCode == .KeyCode.RightShift
sprinting =
hum.WalkSpeed = WALK_SPEED
)
lastState =
RS.RenderStepped:(()
hum hum.Health <=
moving = root.AssemblyLinearVelocity.Magnitude >
state =
moving
state =
sprinting
state =
state =
state ~= lastState
lastState = state
(state)
)
()
player.CharacterAdded:((newChar)
char = newChar
hum = char:()
root = char:()
(char)
animator = hum:() .()
animator.Parent = hum
_, t (animator:())
t:()
tracks.Idle = (IDS.Idle)
tracks.Walk = (IDS.Walk)
tracks.Sprint = (IDS.Sprint)
current =
lastState =
sprinting =
hum.WalkSpeed = WALK_SPEED
()
)
()Just R15 Animation.

Universal