Awesome! Thanks so much!
Have fun with your first year, I really enjoyed mine.
Awesome! Thanks so much!
Have fun with your first year, I really enjoyed mine.
Thanks very much, Iām just now digging into this and so far it looks really sweet. I also wanted to say good luck in your time at college. Prioritize the work first, and plenty of good times will happen on their own. Thanks again!
Is there a way to keep the camera shake after respawning?
I tried this and the camera shake didnāt work after respawning and in the output said, āattempt to call nil valueā. Could be really useful in many cases.
@SodaCanBros Thank you for your kind words! Iām very much excited for my first year
@RocketPig3527 Hey, Iād be glad to help you with this. This could be because the camera shake module is programmed in a way to stop shaking on player respawn (Iāll look into this). Meanwhile, where is your local script placed? And could you send me your code, and where the error is? That would be very helpful thank you
Ok, my local script is in the StarterCharacterScripts file and hereās a screenshot of the code.
How can I use this for a build mode camera?
Possibly have the camera facing the middle of the plot or place youāre trying to build on from the top using the Y-Axis. Then when a player is out of build mode, reset the camera.
Great resource, itās been a great help and time saver. Just curious though, the orbit function seems to stop mid orbit instead of constantly continuing. I was wondering if this was intentional because Iām wanting it to orbit until I call it to reset or disconnect
Curious if this is still possibly being updated? I can understand if life has prevented work on it, goodness knows it does that too me, though by chance would this work in a FPS sense?
milk man dani
Thank you Awesome3_Eric, very cool.
please tell me does this include bezier curves
Yes, CutsceneService which is used for the cutscenes here utilizes BĆ©zier curves.
Unfortunately, a relatively old version is used here because it hasnāt been updated, so I would recommend to use CutsceneService directly to have the newest version.
Iām so sorry, Iāve been so busy with college, I do plan on updating this CameraUtil to accompany your newly published module + more methods to use
Wow! Great coincidence that I found this. I was just about to put CutsceneService and CameraShaker together to create my start screen
ayo lad, how do i fix this? Iām currently trying this out and I encounter this.
RunService:fireRenderStepEarlyFunctions unexpected error while invoking callback: ReplicatedStorage.CameraUtil:426: attempt to index nil with 'CFrame' - Studio
15:14:09.031 ReplicatedStorage.CameraUtil:426: attempt to index nil with 'CFrame' - Client - CameraUtil:426
What I did:
--[[\\\ CAMERA ///]]--
task.wait(1)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CameraUtil = require(ReplicatedStorage.CameraUtil)
local functions = CameraUtil.Functions
local shakePresets = CameraUtil.ShakePresets
local cameraInstance = workspace.CurrentCamera
local camera = CameraUtil.Init(cameraInstance)
--[[
-- FUNCTIONS --
DisableControls
StartFromCurrentCamera
EndWithCurrentCamera
EndWithDefaultCamera
YieldAfterCutscene
FreezeCharacter
CustomCamera
-- SHAKE PRESETS --
Bump
Explosion
Earthquake
BadTrip
HandheldCamera
Vibration
RoughDriving
]]--
local Shake = CameraUtil:CreateShake()
Shake:Shake(shakePresets.Explosion)
Shake:ShakeOnce(5,10,2,1,Clone1.WorldPosition)
Shake:Start()
im very new to this, i may have done some problems
Great module but i am having issues once i have focused the playerd camera on a part gettig the camera back to the same position/angle on the player.
Thanks
I have an issue when using the :Cutscene function, It seems that the playerās chat is disabled, though I am not using āDisableControlsā functions. I am using the following;
if Arg == "Cutscene" then
camera:MoveTo(tbl.Centre)
cutscene = camera:CreateCutscene(
tbl.Base,
tbl.Duration,
tbl.E1,
tbl.E2,
functions.StartFromCurrentCamera,
functions.EndWithCurrentCamera
)
cutscene:Play()
end