when i spin the camera for a little bit, the arms break
here is the code for making the arms follow the camera
local player = game.Players.LocalPlayer
local character = player.Character
if not character or not character.Parent then
character = player.CharacterAdded:wait()
end
local humanoid = character:WaitForChild("Humanoid")
local torso = character:WaitForChild("Torso")
local rightShoulder = torso:WaitForChild("Right Shoulder")
local leftShoulder = torso:WaitForChild("Left Shoulder")
local camera = game.Workspace.CurrentCamera
local updateSpeed = 0.5
local newLook
game:GetService("RunService").RenderStepped:Connect(function()
--character["Right Arm"].LocalTransparencyModifier = character["Right Arm"].Transparency
--character["Left Arm"].LocalTransparencyModifier = character["Left Arm"].Transparency
local delta = game:GetService("UserInputService"):GetMouseDelta()
local unlocker = CFrame.Angles(-delta.y/500, -delta.x/500, 0)
local camCF = camera.CFrame * CFrame.new(1.5, 1, 0.3):Inverse()
if humanoid.Health > 0 and character:FindFirstChildOfClass("Tool") then
newLook = ((newLook or CFrame.new(0, 0, 0)) * unlocker)
local newCamCF = camCF * newLook
local rightC0 = newCamCF * CFrame.new(1, -1, 0)
local leftC0 = newCamCF * CFrame.new(-1, -1, 0)
rightShoulder.C0 = rightShoulder.C0:Lerp(rightC0:ToObjectSpace(torso.CFrame):Inverse() * CFrame.Angles(0, math.pi/2, 0), updateSpeed)
leftShoulder.C0 = leftShoulder.C0:Lerp(leftC0:ToObjectSpace(torso.CFrame):Inverse() * CFrame.Angles(0, -math.pi/2, 0), updateSpeed)
else
newLook = nil
rightShoulder.C0 = CFrame.new(1, 0.5, 0) * CFrame.Angles(0, math.pi/2, 0)
leftShoulder.C0 = CFrame.new(-1, 0.5, 0) * CFrame.Angles(0, -math.pi/2, 0)
end
end)