Arms not following the upper torso when changing the waist C0

Hello! I’ve been struggling on making the r15 arms move along with the camera, any help?

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Post your script so we can see how you are trying to do it. Put 3 backticks (```) before and after your script when you copy/paste it here it formats properly so we can read it.

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I’ve been searching for like 2 days now and all I see is either them turning the torso along with the arms (which I already did, but for some reason, only the torso moves and the arms doesnt move along) or arms that moves for r6.

This is what i used for my torso moving script (all in client) (ignore defined variables but unused)

local Character = Player.Character or Player.CharacterAdded:Wait()

local HeadLight_ = Character:WaitForChild("HeadModel")

local camera = workspace.CurrentCamera
local remoteEvents = game.ReplicatedStorage:WaitForChild("RemoteEvents");

local Root = Character:WaitForChild("HumanoidRootPart")

local neckC0 = CFrame.new(0, .92, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
local waistC0 = CFrame.new(0, 0.2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);

local LeftShoulderOG = Character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder").C0

local CFNew, CFAng = CFrame.new, CFrame.Angles
local asin = math.asin

local LeftShoulder : Motor6D = Character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder")

local function onUpdate(dt)
	
	Player:SetAttribute("Theta", math.asin(camera.CFrame.LookVector.y))

	for i, otherPlr in pairs(game:GetService("Players"):GetPlayers()) do

		if otherPlr ~= game.Players.LocalPlayer then

			local neck = otherPlr.Character.Head.Neck;
			local waist = otherPlr.Character.UpperTorso.Waist;

			neck.C0 = neck.C0:Lerp(neckC0 * CFrame.fromEulerAnglesYXZ(otherPlr:GetAttribute("Theta")*0.5, 0, 0), .5/2);
			waist.C0 = waist.C0:Lerp(waistC0 * CFrame.fromEulerAnglesYXZ(otherPlr:GetAttribute("Theta")*0.5, 0, 0), .5/2);

		end

	end
	
	for i, v in pairs(Player.Character:GetDescendants()) do
		
		if v.Name == "Ring" and v.Parent.Name == "HeadModel" then
			
			v.LocalTransparencyModifier = 0
			
		end
		
	end
		
	HeadLight_:WaitForChild("Front").CFrame = Character:WaitForChild("Head"):WaitForChild("LightAttach_").WorldCFrame * CFrame.lookAt(HeadLight_:WaitForChild("Front").CFrame.Position, camera.CFrame.Position)

end

game:GetService("RunService").RenderStepped:Connect(onUpdate);

local Theta is the number for the cframe for torso

Ill send a vid through streamables in a second

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External Media

Here is what happens

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cant you like make an ik controller and let it follow mouse position, I’ve made this before. If you would like, I can give you the model.

I’m not very familiar with IKs, I would appreciate it if you would share the model

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Weird, here is the exact script which I used:

local Player = game:GetService("Players").LocalPlayer

local Character = Player.Character or Player.CharacterAdded:Wait()

--local HeadLight_ = Character:WaitForChild("HeadModel")

local camera = workspace.CurrentCamera
--local remoteEvents = game.ReplicatedStorage:WaitForChild("RemoteEvents");

local Root = Character:WaitForChild("HumanoidRootPart")

local neckC0 = CFrame.new(0, .92, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);
local waistC0 = CFrame.new(0, 0.2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1);

local LeftShoulderOG = Character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder").C0

local CFNew, CFAng = CFrame.new, CFrame.Angles
local asin = math.asin

local LeftShoulder : Motor6D = Character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder")

local function onUpdate(dt)
	
	Player:SetAttribute("Theta", math.asin(camera.CFrame.LookVector.y))

	for i, otherPlr in pairs(game:GetService("Players"):GetPlayers()) do

		if otherPlr == game.Players.LocalPlayer then

			local neck = otherPlr.Character.Head.Neck;
			local waist = otherPlr.Character.UpperTorso.Waist;

			neck.C0 = neck.C0:Lerp(neckC0 * CFrame.fromEulerAnglesYXZ(otherPlr:GetAttribute("Theta")*0.5, 0, 0), .5/2);
			waist.C0 = waist.C0:Lerp(waistC0 * CFrame.fromEulerAnglesYXZ(otherPlr:GetAttribute("Theta")*0.5, 0, 0), .5/2);

		end

	end
	
	for i, v in pairs(Player.Character:GetDescendants()) do
		
		if v.Name == "Ring" and v.Parent.Name == "HeadModel" then
			
			v.LocalTransparencyModifier = 0
			
		end
		
	end
		
	--HeadLight_:WaitForChild("Front").CFrame = Character:WaitForChild("Head"):WaitForChild("LightAttach_").WorldCFrame * CFrame.lookAt(HeadLight_:WaitForChild("Front").CFrame.Position, camera.CFrame.Position)

end

game:GetService("RunService").RenderStepped:Connect(onUpdate);

im guessing its something todo with your animations?

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I also figured that it’s something to do with animations, altho how and why?

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tried changing the character, same results

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try disabling the property retargeting under workspace

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Lol, it worked! Thank you so much!

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Now, i’ll change the title since it’s so off topic now lol

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