For example, when the player moves left, they will tilt left, and when the player moves right, they will tilt to the right?
Could try this:
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart")
local Humanoid = Character:WaitForChild("Humanoid")
local Torso = Character.Torso
local RootJoint = HumanoidRootPart.RootJoint
local LeftHipJoint = Torso["Left Hip"]
local RightHipJoint = Torso["Right Hip"]
local function Lerp(a, b, c)
return a + (b - a) * c
end
local Force = nil
local Direction = nil
local Value1 = 0
local Value2 = 0
local RootJointC0 = RootJoint.C0
local LeftHipJointC0 = LeftHipJoint.C0
local RightHipJointC0 = RightHipJoint.C0
RunService.RenderStepped:Connect(function()
--> To get the force, we multiply the velocity by 1,0,1, we don't want the Y value so we set y to 0
Force = HumanoidRootPart.Velocity * Vector3.new(1,0,1)
if Force.Magnitude > 0.001 then
--> This represents the direction
Direction = Force.Unit
Value1 = HumanoidRootPart.CFrame.RightVector:Dot(Direction)
Value2 = HumanoidRootPart.CFrame.LookVector:Dot(Direction)
else
Value1 = 0
Value2 = 0
end
--> the values being multiplied are how much you want to rotate by
RootJoint.C0 = RootJoint.C0:Lerp(RootJointC0 * CFrame.Angles(math.rad(Value2 * 5), math.rad(-Value1 * 10), 0), 0.2)
LeftHipJoint.C0 = LeftHipJoint.C0:Lerp(LeftHipJointC0 * CFrame.Angles(math.rad(Value1 * 4), 0, 0), 0.2)
RightHipJoint.C0 = RightHipJoint.C0:Lerp(RightHipJointC0 * CFrame.Angles(math.rad(-Value1 * 4), 0, 0), 0.2)
end)
-- Services
local RunService = game:GetService("RunService")
-- Constants
local MOMENTUM_FACTOR = 0.02
local MIN_MOMENTUM = 0
local MAX_MOMENTUM = math.huge
local SPEED = 15
-- Function to calculate momentum
local function calculateMomentum(velocity)
-- Calculate momentum based on velocity
return Vector3.new(
math.clamp(math.abs(velocity.X), MIN_MOMENTUM, MAX_MOMENTUM),
0,
math.clamp(math.abs(velocity.Z), MIN_MOMENTUM, MAX_MOMENTUM)
) * MOMENTUM_FACTOR
end
-- Function to calculate angles
local function calculateAngles(direction, momentum, rigType)
-- Calculate angles for rotation based on direction, momentum, and rig type
local x = direction.X * momentum.X
local z = direction.Z * momentum.Z
return rigType == Enum.HumanoidRigType.R15 and {z, 0, -x} or {-z, -x, 0}
end
-- Function to update m6d.C0
local function updateM6dC0(m6d, originalM6dC0, angles, dt)
-- Interpolate and update the position and orientation of m6d.C0
m6d.C0 = m6d.C0:Lerp(originalM6dC0 * CFrame.Angles(unpack(angles)), dt * SPEED)
end
-- Main function
local function main()
-- Get the character
local character = script.Parent
if character:IsA('Model') then
-- Get humanoid and humanoidRootPart
local humanoid = character:WaitForChild('Humanoid')
local humanoidRootPart = character.HumanoidRootPart
-- Determine m6d based on RigType
local m6d = humanoid.RigType == Enum.HumanoidRigType.R15 and character.LowerTorso.Root or humanoidRootPart.RootJoint
local originalM6dC0 = m6d.C0
-- Heartbeat connection to update character movement
RunService.Heartbeat:Connect(function(dt)
-- Calculate direction and velocity
local direction = humanoidRootPart.CFrame:VectorToObjectSpace(humanoid.MoveDirection)
local velocity = humanoidRootPart.Velocity
-- Calculate momentum and angles
local momentum = calculateMomentum(velocity)
local angles = calculateAngles(direction, momentum, humanoid.RigType)
-- Update m6d.C0
updateM6dC0(m6d, originalM6dC0, angles, dt)
end)
end
end
-- Run main function
main()
1 Like
It works, but I have absolutely no idea what is going on in that script, especially with that lerp function and the dot function, how do people understand this?