Hello there, Developers. I am currently making one of my first R15 OTS Weapon Systems, and I have came across a problem.
When aiming down or up, the Character does not move, obviously. This is an unrealistic effect and I would like the UpperTorso and above parts of the body to bend to the direction of the mouse, if you know what I mean. It seems like I can’t find any other articles speaking about this, or I just failed in searching.
-- local RunService = game:GetService("RunService")
local Player = game.Players.LocalPlayer
local PlayerMouse = Player:GetMouse()
local Camera = workspace.CurrentCamera
local Character = Player.Character or Player.CharacterAdded:Wait()
--Old R15 code
local Head = Character:WaitForChild("Head")
--local Neck = Head:WaitForChild("Neck")
--local Torso = Character:WaitForChild("UpperTorso")
--local Waist = Torso:WaitForChild("Waist")
--New R6 stuff
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
local Torso = Character:WaitForChild("Torso")
local Neck = Torso:WaitForChild("Neck")
local Waist = HumanoidRootPart:WaitForChild("RootJoint")
local RHip = Torso:WaitForChild("Right Hip")
local LHip = Torso:WaitForChild("Left Hip")
local LHipOriginC0 = LHip.C0
local RHipOriginC0 = RHip.C0
local NeckOriginC0 = Neck.C0
local WaistOriginC0 = Waist.C0
Neck.MaxVelocity = 1/3
RunService.RenderStepped:Connect(function()
local CameraCFrame = Camera.CoordinateFrame
if Character:FindFirstChild("Torso") and Character:FindFirstChild("Head") then
local TorsoLookVector = Torso.CFrame.lookVector
local HeadPosition = Head.CFrame.p
if Neck and Waist then
if Camera.CameraSubject:IsDescendantOf(Character) or Camera.CameraSubject:IsDescendantOf(Player) then
local Point = PlayerMouse.Hit.p
local Distance = (Head.CFrame.p - Point).magnitude
local Difference = Head.CFrame.Y - Point.Y
local goalNeckCFrame = CFrame.Angles(-(math.atan(Difference / Distance) * 0.5), (((HeadPosition - Point).Unit):Cross(TorsoLookVector)).Y * 1, 0)
Neck.C0 = Neck.C0:lerp(goalNeckCFrame*NeckOriginC0, 0.5 / 2).Rotation + NeckOriginC0.Position
local xAxisWaistRotation = -(math.atan(Difference / Distance) * 0.5)
local yAxisWaistRotation = (((HeadPosition - Point).Unit):Cross(TorsoLookVector)).Y * 0.5
local rotationWaistCFrame = CFrame.Angles(xAxisWaistRotation, yAxisWaistRotation, 0)
local goalWaistCFrame = rotationWaistCFrame*WaistOriginC0
Waist.C0 = Waist.C0:lerp(goalWaistCFrame, 0.5 / 2).Rotation + WaistOriginC0.Position
local currentLegCounterCFrame = Waist.C0*WaistOriginC0:Inverse()
local legsCounterCFrame = currentLegCounterCFrame:Inverse()
RHip.C0 = legsCounterCFrame*RHipOriginC0
LHip.C0 = legsCounterCFrame*LHipOriginC0
end
end
end
end)