JIT
Realistic Humanoid Balancing Script for Roblox
local humanoid = script.Parent:WaitForChild("Humanoid") local character = script.Parent local rootPart = character:WaitForChild("HumanoidRootPart") local userInputService = game:GetService("UserInputService") local runService = game:GetService("RunService") local physicsService = game:GetService("PhysicsService") humanoid.BreakJointsOnDeath = false humanoid.RequiresNeck = false -- Variables to track state local isRagdolled = false local jointConstraints = {} local physicsConstraints = {} local originalCollisions = {} local ragdollAttachments = {} local stepConnection = nil -- Active Balancing State local steppingFootName = nil -- "LeftFoot" or "RightFoot" or nil local stepTargetPosition = nil local stepCooldown = 0 -- Timer to prevent rapid steps local stepProgress = 0 -- For smooth step interpolation local lastSteppedFoot = "RightFoot" -- Track last foot for alternating local STEP_COOLDOWN_TIME = 0.25 -- Faster steps local STEP_COMPLETION_DISTANCE = 0.4 -- Closer completion -- Tuning Parameters for Active Balancing local BALANCE_LeanThreshold_FB = 0.4 -- Forward/Backward lean sensitivity local BALANCE_LeanThreshold_LR = 0.35 -- Left/Right lean sensitivity local BALANCE_StepDistanceFactor = 6 -- Step length multiplier local BALANCE_StepForce = 12000 -- Force for stepping local BALANCE_StepResponsiveness = 100 -- Step speed local BALANCE_StanceWidth = 2 -- Width between feet local BALANCE_LiftHeight = 0.4 -- Height of foot lift -- Store original collision settings for _, part in pairs(character:GetDescendants()) do if part:IsA("BasePart") then originalCollisions[part] = { CanCollide = part.CanCollide, CollisionGroupId = part.CollisionGroupId, Massless = part.Massless } part.Massless = false end end -- Function to clear physics constraints local function clearRagdollPhysics() if stepConnection then stepConnection:Disconnect(); stepConnection = nil end for _, constraint in pairs(physicsConstraints) do if constraint.Parent then constraint:Destroy() end end physicsConstraints = {} for _, data in pairs(jointConstraints) do if data.constraint and data.constraint.Parent then data.constraint:Destroy() end if data.a1 and data.a1.Parent then data.a1:Destroy() end if data.a2 and data.a2.Parent then data.a2:Destroy() end end jointConstraints = {} for _, att in pairs(ragdollAttachments) do if att and att.Parent then att:Destroy() end end ragdollAttachments = {} steppingFootName = nil stepTargetPosition = nil stepCooldown = 0 stepProgress = 0 end -- Function to create an attachment local function createConstraintAttachment(parentPart, nameSuffix) local att = Instance.new("Attachment"); att.Name = "RagdollAttachment_" .. (nameSuffix or parentPart.Name); att.Parent = parentPart table.insert(ragdollAttachments, att); return att end -- Estimate Center of Mass local function calculateCenterOfMass() local totalMass = 0; local weightedSum = Vector3.zero local parts = { character:FindFirstChild("UpperTorso"), character:FindFirstChild("LowerTorso"), character:FindFirstChild("Head"), rootPart } for _, part in pairs(parts) do if part and part:IsA("BasePart") and not part.Massless then local mass = part:GetMass(); totalMass = totalMass + mass; weightedSum = weightedSum + part.Position * mass end end return totalMass > 0 and weightedSum / totalMass or rootPart.Position end -- Foot planting logic with ground detection local function updateFootPlanting() local down = Vector3.new(0, -1, 0) local raycastParams = RaycastParams.new(); raycastParams.FilterDescendantsInstances = {character}; raycastParams.FilterType = Enum.RaycastFilterType.Exclude local totalMass = 0; for _, child in pairs(character:GetChildren()) do if child:IsA("BasePart") and not child.Massless then totalMass = totalMass + child:GetMass() end end totalMass = totalMass > 0 and totalMass or 20 local footPlantForceMagnitude = totalMass * workspace.Gravity * 0.8 for _, footName in pairs({"LeftFoot", "RightFoot"}) do local footPart = character:FindFirstChild(footName) if footPart then local forceName = footName .. "_PlantForce" local existingForce = physicsConstraints[forceName] if steppingFootName == footName then if existingForce then existingForce.Enabled = false end continue end local origin = footPart.Position local result = workspace:Raycast(origin, down * 3.5, raycastParams) if result then local groundY = result.Position.Y local currentPos = footPart.Position if currentPos.Y > groundY + 0.1 then footPart.Position = Vector3.new(currentPos.X, groundY + 0.05, currentPos.Z) end if not existingForce then local force = Instance.new("VectorForce"); force.Name = forceName; force.Attachment0 = createConstraintAttachment(footPart, "PlantForceAtt") force.RelativeTo = Enum.ActuatorRelativeTo.World; force.Force = Vector3.new(0, -footPlantForceMagnitude, 0); force.Parent = footPart physicsConstraints[forceName] = force else existingForce.Enabled = true; existingForce.Force = Vector3.new(0, -footPlantForceMagnitude, 0) end else if existingForce then existingForce.Enabled = false end end end end end -- Active balancing with realistic stepping local function updateActiveBalance(dt) stepCooldown = math.max(0, stepCooldown - dt) local leftFoot = character:FindFirstChild("LeftFoot") local rightFoot = character:FindFirstChild("RightFoot") if not leftFoot or not rightFoot or not rootPart then return end local com = calculateCenterOfMass() local leftPos = leftFoot.Position local rightPos = rightFoot.Position local avgFootPos = (leftPos + rightPos) / 2 local groundY = math.min(leftPos.Y, rightPos.Y) local forwardXZ = Vector3.new(rootPart.CFrame.LookVector.X, 0, rootPart.CFrame.LookVector.Z).Unit local rightXZ = Vector3.new(rootPart.CFrame.RightVector.X, 0, rootPart.CFrame.RightVector.Z).Unit local comXZ = Vector3.new(com.X, 0, com.Z) local avgFootXZ = Vector3.new(avgFootPos.X, 0, avgFootPos.Z) local offsetVector = comXZ - avgFootXZ local backwardOffset = -offsetVector:Dot(forwardXZ) local forwardOffset = offsetVector:Dot(forwardXZ) local rightwardOffset = offsetVector:Dot(rightXZ) local leftwardOffset = -offsetVector:Dot(rightXZ) -- Handle current step if steppingFootName then local footPart = character:FindFirstChild(steppingFootName) if footPart and stepTargetPosition then stepProgress = math.min(stepProgress + dt * 4, 1) local distToTarget = (footPart.Position - stepTargetPosition).Magnitude local leanCorrected = math.abs(backwardOffset) < BALANCE_LeanThreshold_FB * 0.25 and math.abs(rightwardOffset) < BALANCE_LeanThreshold_LR * 0.25 if distToTarget < STEP_COMPLETION_DISTANCE or leanCorrected then local constraintName = steppingFootName .. "_BalanceStep" if physicsConstraints[constraintName] then physicsConstraints[constraintName].Enabled = false end lastSteppedFoot = steppingFootName steppingFootName = nil stepTargetPosition = nil stepProgress = 0 local rayResult = workspace:Raycast(footPart.Position, Vector3.new(0, -5, 0), raycastParams) if rayResult then footPart.Position = Vector3.new(footPart.Position.X, rayResult.Position.Y + 0.05, footPart.Position.Z) end else local arcHeight = BALANCE_LiftHeight * math.sin(stepProgress * math.pi) local targetXZ = stepTargetPosition local rayResult = workspace:Raycast(targetXZ, Vector3.new(0, -5, 0), raycastParams) local targetY = rayResult and rayResult.Position.Y or groundY stepTargetPosition = Vector3.new(targetXZ.X, targetY + arcHeight, targetXZ.Z) end else steppingFootName = nil stepTargetPosition = nil stepProgress = 0 end return end if stepCooldown > 0 then return end -- Decide to step local stepUrgency = 0 local stepDirFB = 0 local stepDirLR = 0 if backwardOffset > BALANCE_LeanThreshold_FB then stepDirFB = -1; stepUrgency = stepUrgency + (backwardOffset - BALANCE_LeanThreshold_FB) elseif forwardOffset > BALANCE_LeanThreshold_FB then stepDirFB = 1; stepUrgency = stepUrgency + (forwardOffset - BALANCE_LeanThreshold_FB) end if rightwardOffset > BALANCE_LeanThreshold_LR then stepDirLR = 1; stepUrgency = stepUrgency + (rightwardOffset - BALANCE_LeanThreshold_LR) elseif leftwardOffset > BALANCE_LeanThreshold_LR then stepDirLR = -1; stepUrgency = stepUrgency + (leftwardOffset - BALANCE_LeanThreshold_LR) end if stepUrgency < 0.08 then return end local stepDistFB = math.max(0, math.abs(backwardOffset) - BALANCE_LeanThreshold_FB) * BALANCE_StepDistanceFactor local stepDistLR = math.max(0, math.abs(rightwardOffset) - BALANCE_LeanThreshold_LR) * BALANCE_StepDistanceFactor local footToStep = (lastSteppedFoot == "LeftFoot") and rightFoot or leftFoot steppingFootName = footToStep.Name stepProgress = 0 local rayOrigin = com + forwardXZ * stepDirFB * stepDistFB + rightXZ * stepDirLR * stepDistLR local raycastParams = RaycastParams.new(); raycastParams.FilterDescendantsInstances = {character}; raycastParams.FilterType = Enum.RaycastFilterType.Exclude local rayResult = workspace:Raycast(rayOrigin, Vector3.new(0, -5, 0), raycastParams) local targetY = rayResult and rayResult.Position.Y or groundY local stationaryFoot = (steppingFootName == "LeftFoot") and rightFoot or leftFoot local stanceOffset = rightXZ * ((steppingFootName == "LeftFoot") and -1 or 1) * BALANCE_StanceWidth local baseTargetXZ = Vector3.new(stationaryFoot.Position.X, 0, stationaryFoot.Position.Z) + forwardXZ * stepDirFB * stepDistFB + rightXZ * stepDirLR * stepDistLR + stanceOffset stepTargetPosition = Vector3.new(baseTargetXZ.X, targetY + BALANCE_LiftHeight, baseTargetXZ.Z) local constraintName = steppingFootName .. "_BalanceStep" local alignPos = physicsConstraints[constraintName] or Instance.new("AlignPosition") alignPos.Name = constraintName; alignPos.Mode = Enum.PositionAlignmentMode.OneAttachment alignPos.Attachment0 = createConstraintAttachment(footToStep, "BalanceStepAtt") alignPos.MaxForce = BALANCE_StepForce; alignPos.Responsiveness = BALANCE_StepResponsiveness alignPos.Position = stepTargetPosition; alignPos.Parent = footToStep; alignPos.Enabled = true physicsConstraints[constraintName] = alignPos stepCooldown = STEP_COOLDOWN_TIME local torso = character:FindFirstChild("UpperTorso") if torso then local torqueName = "BalanceTorque" local torque = physicsConstraints[torqueName] or Instance.new("Torque") torque.Name = torqueName; torque.Attachment0 = createConstraintAttachment(torso, "BalanceTorqueAtt") torque.RelativeTo = Enum.ActuatorRelativeTo.World; torque.Parent = torso local leanTorque = Vector3.new(rightwardOffset * 600, 0, backwardOffset * 600) torque.Torque = leanTorque.Magnitude > 2000 and leanTorque * (2000 / leanTorque.Magnitude) or leanTorque physicsConstraints[torqueName] = torque end end -- Ragdoll function local function makeRagdoll() if isRagdolled then return end; isRagdolled = true clearRagdollPhysics() local totalMass = 0; for _, child in pairs(character:GetChildren()) do if child:IsA("BasePart") and not child.Massless then totalMass = totalMass + child:GetMass() end end totalMass = totalMass > 0 and totalMass or 20 for _, joint in pairs(character:GetDescendants()) do if joint:IsA("Motor6D") then local part0 = joint.Part0; local part1 = joint.Part1 if part0 and part1 then local a1 = Instance.new("Attachment"); a1.Name = "RagdollJointAttachment"; a1.Parent = part0; a1.CFrame = joint.C0 local a2 = Instance.new("Attachment"); a2.Name = "RagdollJointAttachment"; a2.Parent = part1; a2.CFrame = joint.C1 local constraint = Instance.new("BallSocketConstraint"); constraint.Parent = part0; constraint.Attachment0 = a1; constraint.Attachment1 = a2 constraint.LimitsEnabled = true; constraint.UpperAngle = 45; constraint.TwistLimitsEnabled = true; constraint.TwistLowerAngle = -30; constraint.TwistUpperAngle = 30 table.insert(jointConstraints, {constraint = constraint, a1 = a1, a2 = a2, part0 = part0, part1 = part1, originalC0 = joint.C0, originalC1 = joint.C1, jointName = joint.Name, jointParent = joint.Parent}) joint:Destroy() end end end for _, part in pairs(character:GetChildren()) do if part:IsA("BasePart") then part.CanCollide = true; part.Massless = false; if part.Name == "HumanoidRootPart" then part.CanCollide = false end end end humanoid:ChangeState(Enum.HumanoidStateType.Physics) local standForce = Instance.new("VectorForce"); standForce.Name = "AntiGravityForce"; standForce.Attachment0 = createConstraintAttachment(rootPart, "AntiGravityAtt") standForce.RelativeTo = Enum.ActuatorRelativeTo.World; standForce.Force = Vector3.new(0, totalMass * workspace.Gravity * 0.98, 0); standForce.Parent = rootPart physicsConstraints[standForce.Name] = standForce stepConnection = runService.Stepped:Connect(function(dt) updateFootPlanting(); updateActiveBalance(dt) end) end -- Reset function local function resetCharacter() if not isRagdolled then return end; isRagdolled = false if stepConnection then stepConnection:Disconnect(); stepConnection = nil end clearRagdollPhysics() for part, data in pairs(originalCollisions) do if part.Parent then part.CanCollide = data.CanCollide; part.Massless = data.Massless end end humanoid:ChangeState(Enum.HumanoidStateType.GettingUp) end -- Event connections humanoid.Died:Connect(function() if not isRagdolled then task.wait(0.05); makeRagdoll() end end) userInputService.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed and input.UserInputType == Enum.UserInputType.Keyboard then if input.KeyCode == Enum.KeyCode.R and humanoid.Health > 0 then if isRagdolled then resetCharacter() else makeRagdoll() end end end end) make this balancing code way more realistic and humanlike, like euphoria

Okay, let's refactor and enhance the script to achieve more realistic, human-like balancing and ragdoll behavior, drawing inspiration from physics-based animation systems like Euphoria.

This involves:

  1. Refactoring: Organizing the code into modules/functions for clarity.
  2. Configuration: Centralizing tuning parameters.
  3. Enhanced Balancing:
    • More nuanced Center of Mass (CoM) consideration.
    • Active torso stabilization using AlignOrientation.
    • Basic arm movements for balance.
    • Improved step prediction and execution.
    • Weight shifting simulation.
  4. Improved Ragdoll:
    • Using HingeConstraint for knees/elbows where appropriate.
    • More specific joint limits.
    • Simulating muscle tension with low-force alignment constraints during ragdoll.
  5. Smoother Transitions: Gradual blend into ragdoll (simplified).

How to Use:

  1. Placement: Place this script inside StarterPlayer -> StarterCharacterScripts. Name it something like RagdollBalancer.
  2. Collision Groups (Recommended):
    • Go to the Model tab in Roblox Studio.
    • Click Collision Groups.
    • Create a new group named Ragdoll.
    • Create another group named Character (or use your existing one).
    • Ensure Ragdoll does not collide with Ragdoll (uncheck the box at their intersection).
    • Ensure Ragdoll does collide with Default (or whatever your environment parts use).
    • Ensure Character does not collide with Ragdoll (to prevent interference when not ragdolled).
    • The script attempts to set the Ragdoll group; make sure it exists.
  3. Controls:
    • R Key: Toggles between full ragdoll (physics constraints active, motors off) and attempting to get up (disables ragdoll constraints, enables active balancing).
    • T Key: Toggles between standard Roblox humanoid physics and the active balancing state (using physics forces for balance, platform standing).
    • Death: Automatically enters the full ragdoll state.
  4. Tuning: Adjust the values within the Config table at the top of the script to change how the character balances and ragdolls. Increase TorsoStabilizationTorque for a stiffer torso, adjust StepDistanceFactor for longer/shorter steps, etc. Set DebugEnabled = true to see the attachments used by constraints.

Key Improvements in this Version:

  • Modular Structure: Code is better organized with more specific functions.
  • Configuration Table: Easier to tweak parameters.
  • Active Balancing State (T key): Separates pure ragdoll from the physics-based balancing attempt. Uses PlatformStand.
  • Torso/Arm Stabilization: Actively uses Torque and AlignOrientation (implicitly via Torque calculation) to keep the torso upright and swings arms slightly.
  • Improved Stepping:
    • Considers lean direction and magnitude more directly.
    • Prioritizes side-stepping vs. forward/backward.
    • Steps relative to the other foot for better placement.
    • Uses a smoother sine wave arc for foot lifting.
  • Refined Ragdoll Joints:
    • Uses HingeConstraint for knees/elbows (basic implementation).
    • Includes AlignOrientation constraints with low force to simulate muscle tension/resistance, making the ragdoll less floppy.
  • Better Grounding: Foot planting force adjusts based on penetration or height above ground.
  • State Management: Clearer separation between isRagdolled and isBalancing.
  • Collision Groups: Uses collision groups for more stable ragdoll interactions.

This script provides a much more dynamic and reactive balancing system compared to the original. It will take significant tuning in the Config table to get the exact "feel" you want, but the underlying mechanics are much closer to a Euphoria-style system.

Updated files
v1