hboogy101
(hboogy101)
April 23, 2022, 4:01am
#1
When the player looks up with a gun, I want their arms to hold the gun up as well. I adjust the shoulder welds to do this, but unfortunately, the left arm moves away from the gun as this happens.
Character.Torso["Right Shoulder"].C1 = CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(-math.rad(rinf.Aim.Value), math.rad(90), 0)
Character.Torso["Left Shoulder"].C1 = CFrame.new(0.5, 0.5, 0) * CFrame.Angles(-math.rad(rinf.Aim.Value), math.rad(-90), 0)
Is there any way I can get the left arm to properly stay in place? Like pivoting it around a different point?
I suggest animating the gun hold animation. Then make an equip script that plays and loops the holding animation.
hboogy101
(hboogy101)
April 23, 2022, 7:53am
#3
That’s what’s already happening. A gun holding animation plays, and the weld edits are meant to adjust it to look up and down.
Oops. I thought you were changing the motor6d of the arms. I suggest moving the torso and not the arms.
So… I’ve been searching for a solution for this for a long time. And I’ve found some. I have one that works, but other players cannot see it. I want to achieve something a head/waist movement in mad city: [Screenshot_5] [Screenshot_6]
I have a script though, this is a script that works, but players cannot see other players moving their head… Credits for the script go to WesFluff.
Script:
wait()
local Ang = CFrame.Angles
local aSin = math.asin
local aTan = math.atan
local Cam = game.Wo…
hboogy101
(hboogy101)
April 23, 2022, 8:06am
#5
I am changing the motors of the arms.
Rotating the torso would look horrendous. This is R6.
hboogy101
(hboogy101)
April 23, 2022, 2:54pm
#6
The holding animation itself isn’t messed up either. If I look forward, it looks like this.
hboogy101
(hboogy101)
April 23, 2022, 7:22pm
#7
I need the arms to rotate as if they were connected to the head, I guess.