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| 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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| 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
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| Joined: 18 Feb 2011 |
| Total Posts: 4705 |
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| 09 Oct 2015 08:16 PM |
boi i thought you were making an fps
Red Blossoms |
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| 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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