local Camera = game.Workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local char = Player.Character
local origRightS = char:WaitForChild("Torso"):WaitForChild("Right Shoulder").C0
local origLeftS = char:WaitForChild("Torso"):WaitForChild("Left Shoulder").C0
local origNeck = char:WaitForChild("Torso"):WaitForChild("Neck").C0
local m = Player:GetMouse()
local UIS = game:GetService("UserInputService")
local IsEquipped = false
game:GetService("RunService").RenderStepped:Connect(function()
if IsEquipped == true then
if char.Torso:FindFirstChild("Right Shoulder") then
char.Torso["Right Shoulder"].C0 = char.Torso["Right Shoulder"].C0:Lerp(CFrame.new(1, .65, 0) * CFrame.Angles(-math.asin((m.Origin.p - m.Hit.p).unit.y), 1.55, 0, 0) , 0.1)
end
if char.Torso:FindFirstChild("Left Shoulder") then
char.Torso["Left Shoulder"].C0 = char.Torso["Left Shoulder"].C0:Lerp(CFrame.new(-1, .65, 0) * CFrame.Angles(-math.asin((m.Origin.p - m.Hit.p).unit.y), -1.55, 0, 0) , 0.1)
end
if char.Torso:FindFirstChild("Neck") then
char.Torso["Neck"].C0 = char.Torso["Neck"].C0:Lerp(CFrame.new(0, 1, 0) * CFrame.Angles(-math.asin((m.Origin.p - m.Hit.p).unit.y) + 1.55, 3.15, 0), 0.2)
end
else
if char.Torso:FindFirstChild("Right Shoulder") then
char.Torso["Right Shoulder"].C0 = char.Torso["Right Shoulder"].C0:lerp(origRightS, 0.1)
end
if char.Torso:FindFirstChild("Left Shoulder") then
char.Torso["Left Shoulder"].C0 = char.Torso["Left Shoulder"].C0:lerp(origLeftS, 0.1)
end
if char.Torso:FindFirstChild("Neck") then
char.Torso["Neck"].C0 = char.Torso["Neck"].C0:lerp(origNeck, 0.1)
end
end
end)
for i,v in pairs(char:GetChildren()) do
if v:IsA("Tool") then
if not v:FindFirstChild("HoldArmsStill") then
IsEquipped = true
end
end
end
char.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
if not child:FindFirstChild("HoldArmsStill") then
IsEquipped = true
end
end
end)
char.ChildRemoved:Connect(function(child)
if child:IsA("Tool") then
IsEquipped = false
end
end)
game.ReplicatedStorage.Remotes.Look.OnClientEvent:Connect(function(PlrAgain, neckCFrame, RsCFrame, LsCFrame)
local Neck = PlrAgain.Character.Torso:FindFirstChild("Neck", true)
local Rs = PlrAgain.Character.Torso:FindFirstChild("Right Shoulder", true)
local Ls = PlrAgain.Character.Torso:FindFirstChild("Left Shoulder", true)
if Neck then
Neck.C0 = neckCFrame
end
if Rs then
Rs.C0 = RsCFrame
end
if Ls then
Ls.C0 = LsCFrame
end
end)
while wait(2) do -- you can change here if you want
game.ReplicatedStorage.Remotes.Look:FireServer(char.Torso["Neck"].C0, char.Torso["Right Shoulder"].C0, char.Torso["Left Shoulder"].C0)
end
It looks fine. What do you think is wrong? There’s not enough information to really help.
when I look up, down, my animation have more stronger rotation angle
It looks the same looking up, down, and forward.
no it’s not
1 Like
I don’t know- it still looks the same. It looks good though, isn’t that all that matters?
1 Like
If you have uploaded your animations by Roblox’s animation editor, the current version is broken which is why your characters arms are broken. When changing the motor6D c0s, it can tend to break your animations if you exported by Animation editor. Use Moon Animator to import all your animations then export them, make sure to check animation priority.