How could I make the player's arms follow the camera's rotation even when a tool with animations is equipped?

To begin with, I’ve been trying for the past few days to make it so when the player equips a tool, the hands follow the camera when it goes up or down.

However, the tools I have made use an animation priority of Action 1, I can’t use anything lower than that because other animations interfere with the idle animation. I’ve done some research but I can’t seem to find anything related to R15 rigs.

Up to this point I’ve tried using and modifying the R6 version, which failed miserably. I tried using R15 head movement scripts for the arms which due to the animation priority, didn’t work either.

I’d really appreciate if someone could help me because this has been bugging me for a couple of days and it’s starting to irritate me.

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Well Motor6Ds are offset values this means that they are in local space you’re going to have to convert the cameras rotation to local space then apply that rotation onto the Motor6D

Could you give me a small example of what you mean? Because I am pretty sure that’s what I have done in the other scripts. Just for clarification, I am not asking for a solution on how to make the hands follow the camera, I am asking for a solution on the problem of animations stopping hands from following the camera.

Well, what do you have right now code wise?

I could provide you the code if it’d make it easier for you to help me.

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yeah showing the code would probably help solve your issue quicker

I suggest the use of Inverse Kinematics (IK). It allows the developer to dynamically move the character’s rig with less intensive scripting.

As explained in the article, IK requires a chain root, end effector, and target. In this scenario, you would need to set the chain root to the upper arms and the end effected to the hands. Then assign the target to an attachment that moves according to the direction of the camera’s rotation.

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Thank you so much, I’ll try it and let you know.

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