I want to the camera to follow the head and move with it, so if the head goes up and down, the camera also does that, but i tried multiple camera types and changing camera subjects and it doesnt work with shiftlock, does anybody know a way to achieve such way of camera bobbing while also being able to shiftlock ( i can turn on shiftlock, but the character doesnt turn with the camera )

```
while true do
wait();
if game.Players.LocalPlayer.Character then
break;
end;
end;
camera = game.Workspace.CurrentCamera;
character = game.Players.LocalPlayer.Character;
Z = 0;
damping = character.Humanoid.WalkSpeed / 2.6; --[[This is pretty much the strength of the camera bobbing
you are free to change the character.Humanoid.WalkSpeed / 2 to either a whole number or change the division]]--
PI = 3.1415926;
tick = PI / 2;
running = false;
strafing = false;
character.Humanoid.Strafing:connect(function(p1)
strafing = p1;
end);
character.Humanoid.Jumping:connect(function()
running = false;
end);
character.Humanoid.Swimming:connect(function()
running = false;
end);
character.Humanoid.Running:connect(function(p2)
if p2 > 0.1 then
running = true;
return;
end;
running = false;
end);
character.Humanoid.Died:connect(function()
running = false;
end);
function mix(p3, p4, p5)
return p4 + (p3 - p4) * p5;
end;
while true do
local step = game:GetService("RunService").RenderStepped:wait();
fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude;
if fps < 0.52 then
Z = 0;
else
Z = 0;
end;
if running == true and strafing == false then
tick = tick + character.Humanoid.WalkSpeed / 102 * (30*step);
else
if tick > 0 and tick < PI / 2 then
tick = mix(tick, PI / 2, 0.9);
end;
if PI / 2 < tick and tick < PI then
tick = mix(tick, PI / 2, 0.9);
end;
if PI < tick and tick < PI * 1.5 then
tick = mix(tick, PI * 1.5, 0.9);
end;
if PI * 1.5 < tick and tick < PI * 2 then
tick = mix(tick, PI * 1.5, 0.9);
end;
end;
if PI * 2 <= tick then
tick = 0;
end;
camera.CoordinateFrame = camera.CoordinateFrame * CFrame.new(math.cos(tick) / damping, math.sin(tick * 2) / (damping * 2), Z) * CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20));
end;
--// You are free to modify this as you please \\--
```

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