Pooping Dog Script [repack] Full Site
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--!strict -- Full Pooping Dog Logic Script -- Place this script inside the NPC Dog Model local PhysicsService = game:GetService("PhysicsService") local Debris = game:GetService("Debris") local dogModel = script.Parent :: Model local humanoid = dogModel:WaitForChild("Humanoid") :: Humanoid local rootPart = dogModel:WaitForChild("HumanoidRootPart") :: BasePart local rearAttachment = rootPart:WaitForChild("RearAttachment") :: Attachment -- Configuration Settings local COOLDOWN_MIN: number = 30 -- Minimum seconds between actions local COOLDOWN_MAX: number = 120 -- Maximum seconds between actions local POOP_DESPAWN_TIME: number = 60 -- Seconds before the object is cleaned up -- Assets (Replace Asset IDs with your own custom assets) local ANIMATION_ID: string = "rbxassetid://YOUR_ANIMATION_ID_HERE" local poopPrefab: Part = Instance.new("Part") poopPrefab.Size = Vector3.new(0.6, 0.4, 0.6) poopPrefab.Color = Color3.fromRGB(101, 67, 33) -- Brown poopPrefab.Material = Enum.Material.Slime poopPrefab.Shape = Enum.PartType.Ball poopPrefab.Name = "DogPoop" -- Prepare Animation Track local poopAnim: Animation = Instance.new("Animation") poopAnim.AnimationId = ANIMATION_ID local animTrack: AnimationTrack? = nil local function initializeAnimator() local animator = humanoid:FindFirstChildOfClass("Animator") if not animator then animator = Instance.new("Animator") animator.Parent = humanoid end if animator then animTrack = animator:LoadAnimation(poopAnim) end end -- Main Execution Function local function executePoopSequence() if not animTrack then return end -- Step 1: Stop the dog from wandering away humanoid.WalkSpeed = 0 -- Step 2: Play the squatting animation animTrack:Play() -- Step 3: Wait for the midpoint of the animation (adjust based on your track length) task.wait(1.5) -- Step 4: Clone and position the poop asset local newPoop = poopPrefab:Clone() newPoop.CFrame = rearAttachment.WorldCFrame newPoop.Parent = workspace -- Step 5: Apply slight backward physical force for realism local velocity = Instance.new("LinearVelocity") velocity.MaxForce = 1000 velocity.VectorVelocity = (rootPart.CFrame.LookVector * -2) + Vector3.new(0, -1, 0) velocity.Parent = newPoop -- Clean up physical constraints shortly after drop task.delay(0.2, function() velocity:Destroy() end) -- Step 6: Wait for animation to fully conclude if animTrack.IsPlaying then animTrack.Stopped:Wait() end -- Step 7: Queue the spawned object for automatic cleanup to prevent memory leaks Debris:AddItem(newPoop, POOP_DESPAWN_TIME) -- Step 8: Restore dog movement capabilities humanoid.WalkSpeed = 16 end -- Infinite Life-Cycle Loop local function startBehaviorLoop() initializeAnimator() while true do -- Generate a random interval for the behavior local randomCooldown = math.random(COOLDOWN_MIN, COOLDOWN_MAX) task.wait(randomCooldown) -- Safety check to ensure the dog is alive and in the game world if humanoid and humanoid.Health > 0 and rootPart then executePoopSequence() end end end -- Initialize Loop safely task.spawn(startBehaviorLoop) Use code with caution. Adapting the Code for Unity (C# Outline)
Owner: (distracted) What's wrong, Max?
// ==================================================================== // PARAMETRIC POOPING DOG GENERATOR // Version: 2.1 (Full Feature) // License: Creative Commons - Attribution - Share Alike // ==================================================================== /* [Global Settings] */ // Adjust the overall size of the model in millimeters. Model_Scale = 1.0; // [0.5:0.05:2.5] // Increase for smooth prints, decrease for faster rendering. Surface_Detail = 40; // [20:Low, 40:Medium, 80:High] /* [Dog Anatomy Options] */ Dog_Breed_Type = "Terrier"; // [Terrier, Hound, Bully] Tail_Length = 15; // [5:1:30] Ear_Style = "Droopy"; // [Pointy, Droopy] /* [Humor Elements] */ Include_Poop_Pile = true; Poop_Size = 8; // [4:1:15] /* [Hidden Internal Variables] */ $fn = Surface_Detail; s = Model_Scale; module pooping_dog_v2() scale([s, s, s]) // --- MAIN TORSO (The Squatting Arch) --- translate([0, 0, 12]) rotate([25, 0, 0]) // The iconic poop arch angle scale([1, 1.4, 0.9]) sphere(r=12); // --- HIND QUARTERS & LEGS (Compressed/Bent) --- // Left Rear Leg translate([-9, -6, 6]) rotate([-35, -10, 0]) cylinder(h=12, r1=5, r2=3.5, center=false); // Left Rear Foot translate([-9, -10, 1]) cube([4, 6, 2], center=true); // Right Rear Leg translate([9, -6, 6]) rotate([-35, 10, 0]) cylinder(h=12, r1=5, r2=3.5, center=false); // Right Rear Foot translate([9, -10, 1]) cube([4, 6, 2], center=true); // --- FRONT LEGS (Bracing) --- // Left Front Leg translate([-7, 10, 7]) rotate([15, 0, 0]) cylinder(h=14, r1=4, r2=3, center=false); // Left Front Foot translate([-7, 12, 1]) cube([3.5, 5, 2], center=true); // Right Front Leg translate([7, 10, 7]) rotate([15, 0, 0]) cylinder(h=14, r1=4, r2=3, center=false); // Right Front Foot translate([7, 12, 1]) cube([3.5, 5, 2], center=true); // --- NECK & HEAD --- // Neck translate([0, 10, 18]) rotate([-20, 0, 0]) cylinder(h=8, r=4.5); // Head (Looking back slightly in shame/concentration) translate([0, 12, 24]) rotate([10, 0, 0]) sphere(r=6.5); // Snout / Muzzle translate([0, 4, -1]) scale([1, 1.3, 0.9]) sphere(r=3.5); // --- EARS --- if (Ear_Style == "Pointy") // Left Pointy translate([-4.5, 12, 28]) rotate([0, -20, 10]) cylinder(h=6, r1=2, r2=0.5); // Right Pointy translate([4.5, 12, 28]) rotate([0, 20, -10]) cylinder(h=6, r1=2, r2=0.5); else if (Ear_Style == "Droopy") // Left Droopy translate([-6, 12, 26]) rotate([0, 0, 20]) scale([1, 1, 2]) sphere(r=2); // Right Droopy translate([6, 12, 26]) rotate([0, 0, -20]) scale([1, 1, 2]) sphere(r=2); // --- TAIL (Lifted out of the way) --- translate([0, -12, 16]) rotate([65, 0, 0]) // Lifted up high cylinder(h=Tail_Length, r1=3, r2=0.5); // --- THE POOP PILE --- if (Include_Poop_Pile == true) translate([0, -16, 0]) // Bottom tier cylinder(h=Poop_Size*0.3, r1=Poop_Size*0.6, r2=Poop_Size*0.4, $fn=12); // Middle tier translate([0, 0, Poop_Size*0.25]) cylinder(h=Poop_Size*0.3, r1=Poop_Size*0.4, r2=Poop_Size*0.2, $fn=10); // Top coil translate([0, 0, Poop_Size*0.5]) cylinder(h=Poop_Size*0.3, r1=Poop_Size*0.2, r2=0.1, $fn=8); // Execute the module to render the geometry pooping_dog_v2(); Use code with caution. Code Architecture Breakdown
Simulating flesh, skin jiggle, and pressure. pooping dog script full
The is a highly popular, humorous automation script used in the 3D printing community, specifically designed for OpenSCAD or Blender. It allows users to procedurally generate, scale, and customize a 3D model of a dog in a squatting position to create gag gifts, desk toys, or functional items like plant markers and pencil holders.
The “full” version adds:
The thickness and size of the extruded pile depend on your filament type. Increase G1 E25 to G1 E35 for a larger pile.
function draw() ctx.clearRect(0,0,canvas.width,canvas.height); // ground ctx.fillStyle = '#6b8f55'; ctx.fillRect(0,350,canvas.width,100); // draw poops for (const p of poops) ctx.save(); ctx.globalAlpha = clamp(p.life/5,0,1); ctx.drawImage(images.poop, p.x-16, p.y-16, 32,32); ctx.restore(); This public link is valid for 7 days
To summarize: