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Re: Could anyone give me a rundown of

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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
09 Oct 2015 08:09 PM
the math behind having the arms follow the mouse/camera on le y axis

I've semi-gotten this to work using the camera's CoordinateFrame and its LookVector, manipulating the motor6d for the Right Arm by setting the C0 as (original C0 * CFrame.Angles(factor.X * yPos, factor.Y * yPos, factor.Z * yPos), where yPos is (camera.CoordinateFrame.lookVector.Y) and factor is Vector3.new(0, 0, 0.46). Which I didn't exactly come up with the idea of in the first place. However, this is done on renderstepped but it's still rather choppy, and the arms only follow the camera if it's viewing angle is less than 57 and and greater than -57 degrees, forcing me to limit the camera angle in the camera root module.

Thanks :D
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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
09 Oct 2015 08:13 PM
I also tried welding the arms to the head (with the appropriate C1 inputs) as suggested to me earlier, and then using some basic asin calculations to change the angle of the neck. No amount of experimenting could get it to work as intended though, so I'm probably just awful at trig or something
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rayk999 is not online. rayk999
Joined: 18 Feb 2011
Total Posts: 4705
09 Oct 2015 08:16 PM
boi i thought you were making an fps


Red Blossoms
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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
09 Oct 2015 08:17 PM
yeah, and after a while of dreading making a less sucky viewmodel it's finally time lol
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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
09 Oct 2015 08:38 PM
b
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LongKillKreations is not online. LongKillKreations
Joined: 14 Feb 2014
Total Posts: 4502
09 Oct 2015 09:27 PM
b2
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