To be honest, there are barely any games that use camera animations. Even though a good camera can make an attack feel much more powerful or give an awesome shot of a landscape during a cutscene. So I will be teaching how you can make camera animations, and use them in-game.
Note: This is my first ever tutorial on here, please roast me.
To start off, you’re going to need Moon Animator.
I will start by explaining how to make simple cutscenes that always appear in the same position, I recommend reading that first, since the gameplay portion will build off of that.
Simple Cutscene
Once you’ve made a new project, add a camera to it.
Select the CFrame track
And move your camera anywhere you’d like (Tip, you can use control + h to toggle the UI)
Once you’ve found a nice position press the + key to make a new keyframe
Slide the position marker forward a bit and make the next keyframe, keep doing this until you’re finished.
(Extra tip! You can add a character with an animation to your project, and animate them at the same time! This is great for syncing the camera with character animation)
Once you have finished your animation, it’s time to export.
It should export a folder that contains the CFrame for every frame (Based on the animation FPS, 60 by default) Place this folder in a place the client can access
Now that you’ve made your animation, we need to actually script it so we can run it in-game
local RunService = game:GetService("RunService")
local Character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait()
local Camera = workspace.Camera
function Cinematic()
local CinematicsFolder = nil -- Path to your folder!
local CurrentCameraCFrame = workspace.CurrentCamera.CFrame
local FrameTime = 0
local Connection
Character.Humanoid.AutoRotate = false
Camera.CameraType = Enum.CameraType.Scriptable
Connection = RunService.RenderStepped:Connect(function(DT)
FrameTime += (DT * 60)
-- This will convert the seconds passed (DT) to the frame of the camera we need.
-- Then it adds it to the total amount of time passed since the animation started
local NeededFrame = CinematicsFolder.Frames:FindFirstChild(tonumber(math.ceil(FrameTime)))
if NeededFrame then
Camera.CFrame = NeededFrame.Value
else
Connection:Disconnect()
Character.Humanoid.AutoRotate = true
Camera.CameraType = Enum.CameraType.Custom
Camera.CFrame = CurrentCameraCFrame
end
end)
end
Calling this “Cinematic” function, and having your folder pathed should run your cutscene!
Gameplay Cutscenes
This is essentially the same as normal cutscenes, but we will be making use of the “Reference Part” in Moon.
This is the part the camera will offset from.
99% of the time, when I’m making attack cutscenes, I just set this to the character’s HumanoidRootPart
Animate your camera like normal and export it, no extra steps there.
In your script, instead of setting the camera cframe like this:
Camera.CFrame = NeededFrame.Value
We multiply it by our reference part’s CFrame
(Say the character’s HumanoidRootPart)
Camera.CFrame = Character.HumanoidRootPart.CFrame * NeededFrame.Value
That’s it! just make sure you pass the correct reference part in your code depending on the cutscene.
Here’s an example in my own game!