The end position is always the center of the screen. The viewmodel is not aligned correctly and I don’t understand how to move it down while the gun is aimed in.
This is what I tried to do to fix the problem and instead of moving the viewmodel down, the aimpoint being higher causes the gun to rotate backwards, and somehow this causes the aim down sights to be in the right spot, but it’s not what I want it to look like. I just want to be able to move the entire gun down so that it aligns perfectly with the center of the screen. Moving the aim point is not the answer. There’s some way to move the arms and the gun down and I don’t know how. Please help. Thank you so much
That could work but unnecessary when it’s as simple as moving the gun because I already have a starting point fix for when I do but I tried moving the motor6d for the root part and it still tilts the gun so im really not sure whats wrong with it
could you share the code you’re using to get the gun’s cframe? i tried looking at the repro file but its a bit tricky to work with since none of the animations work and the code is a little hard to read
i still don’t think it’s anything related to code at all, it’s just the way you positioned the aim point so I’ll break it down with how i aligned aimpoints for my gun (yes i use fe gun kit but modified)
I’d recommend turning on “Show Orientation Indicator” when you’re making one which this option can be seen by selecting the part and right click ON the viewport (NOT EXPLORER)
select any parts that align on the center, if the rear sight is merged with a mesh, use handle or any part as a ref then copy it’s position
then after creating aim point, paste the position and adjust it wherever you want, just don’t move it to side ways, the blue line on that part indicates where it’s facing at
Camera.ChildAdded:Connect(function(child)
arms = nil
if child.Name == "Arms" then
arms = child
if arms:FindFirstChild("AimPoint") then
aimCFrame = arms.PrimaryPart.CFrame:ToObjectSpace(arms.AimPoint.CFrame):Inverse()
end
arms.AncestryChanged:Connect(function()
if not child:IsDescendantOf(game) then
arms = nil
aimCFrame = nil
else
return
end
end)
end
end)
Camera.ChildAdded:Connect(function(child)
arms = nil
if child.Name == "Arms" then
arms = child
if arms:FindFirstChild("AimPoint") then
aimCFrame = CFrame.new(arms.PrimaryPart.CFrame:ToObjectSpace(arms.AimPoint.CFrame):Inverse().Position)
end
arms.AncestryChanged:Connect(function()
if not child:IsDescendantOf(game) then
arms = nil
aimCFrame = nil
else
return
end
end)
end
end)
I’m certain the issue is that the AimPart isn’t rotated or adjust correctly then, set your move increment to 0.01 and make TINY adjustments (if the FRONT SIGHT is way upwards than it needs to be, then move the aimpart UP by a little, if it’s off to the left direction, then move the aimpart to the right by a little) basically just make small adjustments
Nope wrong. I’ve already tried moving the aimpart. X moves it left and right. Y tilts the gun forward and backward. Z moves it forward and backward. Nothing moves it up and down