Dolly Track Camera

I hope someone can help me this time , I’m trying to make a dolly tracking camera but there’s a problem. Camera + lanhc don’t mix. I’m not very good at camera making I was wandering if anyone could help me. This is how a dolly track camera looks:

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From what it looks like, you’ll need to have a camera position moves back in the opposite direction from where the player is located in relation whenever the player gets too close. Then I assume the camera begins to follow after a certain distance away from the player. The camera orientation can be done using the CFrame method of CFrame.new ( Vector3 pos, Vector3 lookAt ). Although some extra work will need to be put in if you wish to have the camera sway as well via randomly tweened offsets.

A very interesting camera system that I haven’t seen before. The closest thing I can think of is the older Resident Evil games. Though I’m personally not a fan of either controls. Still interesting.

Oh I see, How would I get the players movement to move the camera back?

You could use the magnitude between the camera position and the player’s root position. If within a certain distance, you can have the camera tween the opposite direction as the player is relative in position until out of that range.

so essentially I would make the camera a part, when the magnitude is below lets say 15 it tweens the opposite way. Okay I understand it now. But how would I make it follow the player like how it done there. Like when the player moves right and left

You don’t need a physical part as the camera has a position via Camera.CFrame.p.

In the case of following the player, that’s what the CFrame example in my first post was for:

Example would be something like:

Camera.CFrame = CFrame.new(Camera.CFrame.p,Chracter.HumanoidRootPart.Position)
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Might be worth implementing some sort of raycasting to prevent the camera from going through other parts as well.

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Alrighty thnk you both I’ll try make a system out of the replies provided!

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I done what I needed thank you for the help!

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