private float lastPoopTime; private bool isPooping = false;
Create a GameObject prefab for the poop with a Rigidbody and a SphereCollider . Create a Transform slot on your script named poopSpawnPoint positioned at the rear of your dog mesh.
local dog = script.Parent local humanoid = dog:WaitForChild("Humanoid") local bodyPart = dog:WaitForChild("DogBody") -- The main torso local poopFolder = script.Parent:WaitForChild("PoopAssets") -- Folder containing Poop model local animationTrack = nil pooping dog script full
When a studio upgrades to a new version of software (like moving from Maya 2024 to 2026), they run heavy scripts like this to ensure that the rigging, animation, and dynamic simulation engines are still communicating without crashing.
Adjust variables to swap a French Bulldog mesh for a Greyhound mesh. private float lastPoopTime; private bool isPooping = false;
In the , there is a recurring gag about a discontinued toy: Tanner the Pooping Dog .
: Controls the number of facets on circular objects. Set this to 40 for quick edits, and bump it up to 80 or 120 right before exporting your final STL file for ultra-smooth curves. How to Customize and Export Adjust variables to swap a French Bulldog mesh
Before pasting the script, ensure your instance tree looks like this inside Workspace : 🐕 (The NPC or Player character rig) 📄 PoopController (Server Script - Code below ) 📂 Animations (Folder)