Each pet raycasts a new height for the pet off the ground. Each pet calculates a silly walk animation offset to its current position. Each pet finally gets moved into its new position with :PivotTo(). Optimizations On top of being an entirely event-based system, which makes it cost almost...
IKControls must be a child of a Humanoid or AnimationController with an Animator and have all of their required properties set properly, otherwise they don't have any effect. The required properties are Type, EndEffector, Target, ChainRoot. As soon as those are set, the IkControl modifies ...