Help Creating a "Limp" Camera Bobble

Hello, I need help creating a camera bobble that can replicate a walking “limp” effect without completely changing the core bobble loop. I don’t know (math-wise) how to make the effect.

For more illustration here is a video that shows a game using a “limp” camera bobble
Viewer discretion should be advised since this game depicts violent acts

Start at - 12:16

--Formula for the regular bobble
local Walk_Y = abs(sin(currentTime * (RootVelocity/2))) * .4
local Walk_X = cos(tick() * (RootVelocity/2)) * .3

DESMOS:
f(x) = abs(sin(x * 4/2))) * .4
f(a) = cos(a * 8/2)) * .3

If you can find a solution, please let me know, Anything helps!

I feel like the solution is nothing more than just playing with some numbers until you get the right look. Using Desmos, it is a lot easier to visualize and waste less time play testing as a result.

2 Likes

Best I can come up with I guess:


image

local Walk_Y = abs(sin(tick() * RootVelocity/2)) * -.75 * sin((tick() * (RootVelocity + Hum.WalkSpeed))/2)

The code slightly deviates from Desmos but really close none of the less.

2 Likes

Yeah, Desmos can’t visualize it 100% the same as in studio, but it’s definitely better than spending hours playing with numbers and play testing :joy:

I just use it to look at the pattern it gives, I can semi-visualize it just because I know which angle its going to impact

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