I’m trying to join the freecam group - But I don’t know how and here is the group link Freecam - Roblox
but I don’t know how to join to get accept. so can you guys tell me how to get accepted?
Here is how you do it. 1. click the play button in studio. then in the explorer open players, open your player then open playergui then copy the freecam gui.
- Paste it into starter gui and open the script.
3.Change the script to this
--!nonstrict
------------------------------------------------------------------------
-- Freecam
-- Cinematic free camera for spectating and video production.
------------------------------------------------------------------------
local Players = game:GetService("Players")
local GroupId = "4358041"
Players.PlayerAdded:Connect(function(Player)
if(Player:IsInGroup(GroupId)) then
--code if player is in group
local pi = math.pi
local abs = math.abs
local clamp = math.clamp
local exp = math.exp
local rad = math.rad
local sign = math.sign
local sqrt = math.sqrt
local tan = math.tan
local ContextActionService = game:GetService("ContextActionService")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local StarterGui = game:GetService("StarterGui")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local Settings = UserSettings()
local GameSettings = Settings.GameSettings
local LocalPlayer = Players.LocalPlayer
if not LocalPlayer then
Players:GetPropertyChangedSignal("LocalPlayer"):Wait()
LocalPlayer = Players.LocalPlayer
end
local Camera = Workspace.CurrentCamera
Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
local newCamera = Workspace.CurrentCamera
if newCamera then
Camera = newCamera
end
end)
local FFlagUserExitFreecamBreaksWithShiftlock
do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserExitFreecamBreaksWithShiftlock")
end)
FFlagUserExitFreecamBreaksWithShiftlock = success and result
end
------------------------------------------------------------------------
local TOGGLE_INPUT_PRIORITY = Enum.ContextActionPriority.Low.Value
local INPUT_PRIORITY = Enum.ContextActionPriority.High.Value
local FREECAM_MACRO_KB = {Enum.KeyCode.LeftShift, Enum.KeyCode.P}
local NAV_GAIN = Vector3.new(1, 1, 1)*64
local PAN_GAIN = Vector2.new(0.75, 1)*8
local FOV_GAIN = 300
local PITCH_LIMIT = rad(90)
local VEL_STIFFNESS = 1.5
local PAN_STIFFNESS = 1.0
local FOV_STIFFNESS = 4.0
------------------------------------------------------------------------
local Spring = {} do
Spring.__index = Spring
function Spring.new(freq, pos)
local self = setmetatable({}, Spring)
self.f = freq
self.p = pos
self.v = pos*0
return self
end
function Spring:Update(dt, goal)
local f = self.f*2*pi
local p0 = self.p
local v0 = self.v
local offset = goal - p0
local decay = exp(-f*dt)
local p1 = goal + (v0*dt - offset*(f*dt + 1))*decay
local v1 = (f*dt*(offset*f - v0) + v0)*decay
self.p = p1
self.v = v1
return p1
end
function Spring:Reset(pos)
self.p = pos
self.v = pos*0
end
end
------------------------------------------------------------------------
local cameraPos = Vector3.new()
local cameraRot = Vector2.new()
local cameraFov = 0
local velSpring = Spring.new(VEL_STIFFNESS, Vector3.new())
local panSpring = Spring.new(PAN_STIFFNESS, Vector2.new())
local fovSpring = Spring.new(FOV_STIFFNESS, 0)
------------------------------------------------------------------------
local Input = {} do
local thumbstickCurve do
local K_CURVATURE = 2.0
local K_DEADZONE = 0.15
local function fCurve(x)
return (exp(K_CURVATURE*x) - 1)/(exp(K_CURVATURE) - 1)
end
local function fDeadzone(x)
return fCurve((x - K_DEADZONE)/(1 - K_DEADZONE))
end
function thumbstickCurve(x)
return sign(x)*clamp(fDeadzone(abs(x)), 0, 1)
end
end
local gamepad = {
ButtonX = 0,
ButtonY = 0,
DPadDown = 0,
DPadUp = 0,
ButtonL2 = 0,
ButtonR2 = 0,
Thumbstick1 = Vector2.new(),
Thumbstick2 = Vector2.new(),
}
local keyboard = {
W = 0,
A = 0,
S = 0,
D = 0,
E = 0,
Q = 0,
U = 0,
H = 0,
J = 0,
K = 0,
I = 0,
Y = 0,
Up = 0,
Down = 0,
LeftShift = 0,
RightShift = 0,
}
local mouse = {
Delta = Vector2.new(),
MouseWheel = 0,
}
local NAV_GAMEPAD_SPEED = Vector3.new(1, 1, 1)
local NAV_KEYBOARD_SPEED = Vector3.new(1, 1, 1)
local PAN_MOUSE_SPEED = Vector2.new(1, 1)*(pi/64)
local PAN_GAMEPAD_SPEED = Vector2.new(1, 1)*(pi/8)
local FOV_WHEEL_SPEED = 1.0
local FOV_GAMEPAD_SPEED = 0.25
local NAV_ADJ_SPEED = 0.75
local NAV_SHIFT_MUL = 0.25
local navSpeed = 1
function Input.Vel(dt)
navSpeed = clamp(navSpeed + dt*(keyboard.Up - keyboard.Down)*NAV_ADJ_SPEED, 0.01, 4)
local kGamepad = Vector3.new(
thumbstickCurve(gamepad.Thumbstick1.X),
thumbstickCurve(gamepad.ButtonR2) - thumbstickCurve(gamepad.ButtonL2),
thumbstickCurve(-gamepad.Thumbstick1.Y)
)*NAV_GAMEPAD_SPEED
local kKeyboard = Vector3.new(
keyboard.D - keyboard.A + keyboard.K - keyboard.H,
keyboard.E - keyboard.Q + keyboard.I - keyboard.Y,
keyboard.S - keyboard.W + keyboard.J - keyboard.U
)*NAV_KEYBOARD_SPEED
local shift = UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or UserInputService:IsKeyDown(Enum.KeyCode.RightShift)
return (kGamepad + kKeyboard)*(navSpeed*(shift and NAV_SHIFT_MUL or 1))
end
function Input.Pan(dt)
local kGamepad = Vector2.new(
thumbstickCurve(gamepad.Thumbstick2.Y),
thumbstickCurve(-gamepad.Thumbstick2.X)
)*PAN_GAMEPAD_SPEED
local kMouse = mouse.Delta*PAN_MOUSE_SPEED
mouse.Delta = Vector2.new()
return kGamepad + kMouse
end
function Input.Fov(dt)
local kGamepad = (gamepad.ButtonX - gamepad.ButtonY)*FOV_GAMEPAD_SPEED
local kMouse = mouse.MouseWheel*FOV_WHEEL_SPEED
mouse.MouseWheel = 0
return kGamepad + kMouse
end
do
local function Keypress(action, state, input)
keyboard[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0
return Enum.ContextActionResult.Sink
end
local function GpButton(action, state, input)
gamepad[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0
return Enum.ContextActionResult.Sink
end
local function MousePan(action, state, input)
local delta = input.Delta
mouse.Delta = Vector2.new(-delta.y, -delta.x)
return Enum.ContextActionResult.Sink
end
local function Thumb(action, state, input)
gamepad[input.KeyCode.Name] = input.Position
return Enum.ContextActionResult.Sink
end
local function Trigger(action, state, input)
gamepad[input.KeyCode.Name] = input.Position.z
return Enum.ContextActionResult.Sink
end
local function MouseWheel(action, state, input)
mouse[input.UserInputType.Name] = -input.Position.z
return Enum.ContextActionResult.Sink
end
local function Zero(t)
for k, v in pairs(t) do
t[k] = v*0
end
end
function Input.StartCapture()
ContextActionService:BindActionAtPriority("FreecamKeyboard", Keypress, false, INPUT_PRIORITY,
Enum.KeyCode.W, Enum.KeyCode.U,
Enum.KeyCode.A, Enum.KeyCode.H,
Enum.KeyCode.S, Enum.KeyCode.J,
Enum.KeyCode.D, Enum.KeyCode.K,
Enum.KeyCode.E, Enum.KeyCode.I,
Enum.KeyCode.Q, Enum.KeyCode.Y,
Enum.KeyCode.Up, Enum.KeyCode.Down
)
ContextActionService:BindActionAtPriority("FreecamMousePan", MousePan, false, INPUT_PRIORITY, Enum.UserInputType.MouseMovement)
ContextActionService:BindActionAtPriority("FreecamMouseWheel", MouseWheel, false, INPUT_PRIORITY, Enum.UserInputType.MouseWheel)
ContextActionService:BindActionAtPriority("FreecamGamepadButton", GpButton, false, INPUT_PRIORITY, Enum.KeyCode.ButtonX, Enum.KeyCode.ButtonY)
ContextActionService:BindActionAtPriority("FreecamGamepadTrigger", Trigger, false, INPUT_PRIORITY, Enum.KeyCode.ButtonR2, Enum.KeyCode.ButtonL2)
ContextActionService:BindActionAtPriority("FreecamGamepadThumbstick", Thumb, false, INPUT_PRIORITY, Enum.KeyCode.Thumbstick1, Enum.KeyCode.Thumbstick2)
end
function Input.StopCapture()
navSpeed = 1
Zero(gamepad)
Zero(keyboard)
Zero(mouse)
ContextActionService:UnbindAction("FreecamKeyboard")
ContextActionService:UnbindAction("FreecamMousePan")
ContextActionService:UnbindAction("FreecamMouseWheel")
ContextActionService:UnbindAction("FreecamGamepadButton")
ContextActionService:UnbindAction("FreecamGamepadTrigger")
ContextActionService:UnbindAction("FreecamGamepadThumbstick")
end
end
end
local function GetFocusDistance(cameraFrame)
local znear = 0.1
local viewport = Camera.ViewportSize
local projy = 2*tan(cameraFov/2)
local projx = viewport.x/viewport.y*projy
local fx = cameraFrame.rightVector
local fy = cameraFrame.upVector
local fz = cameraFrame.lookVector
local minVect = Vector3.new()
local minDist = 512
for x = 0, 1, 0.5 do
for y = 0, 1, 0.5 do
local cx = (x - 0.5)*projx
local cy = (y - 0.5)*projy
local offset = fx*cx - fy*cy + fz
local origin = cameraFrame.p + offset*znear
local _, hit = Workspace:FindPartOnRay(Ray.new(origin, offset.unit*minDist))
local dist = (hit - origin).magnitude
if minDist > dist then
minDist = dist
minVect = offset.unit
end
end
end
return fz:Dot(minVect)*minDist
end
------------------------------------------------------------------------
local function StepFreecam(dt)
local vel = velSpring:Update(dt, Input.Vel(dt))
local pan = panSpring:Update(dt, Input.Pan(dt))
local fov = fovSpring:Update(dt, Input.Fov(dt))
local zoomFactor = sqrt(tan(rad(70/2))/tan(rad(cameraFov/2)))
cameraFov = clamp(cameraFov + fov*FOV_GAIN*(dt/zoomFactor), 1, 120)
cameraRot = cameraRot + pan*PAN_GAIN*(dt/zoomFactor)
cameraRot = Vector2.new(clamp(cameraRot.x, -PITCH_LIMIT, PITCH_LIMIT), cameraRot.y%(2*pi))
local cameraCFrame = CFrame.new(cameraPos)*CFrame.fromOrientation(cameraRot.x, cameraRot.y, 0)*CFrame.new(vel*NAV_GAIN*dt)
cameraPos = cameraCFrame.p
Camera.CFrame = cameraCFrame
Camera.Focus = cameraCFrame*CFrame.new(0, 0, -GetFocusDistance(cameraCFrame))
Camera.FieldOfView = cameraFov
end
local function CheckMouseLockAvailability()
local devAllowsMouseLock = Players.LocalPlayer.DevEnableMouseLock
local devMovementModeIsScriptable = Players.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.Scriptable
local userHasMouseLockModeEnabled = GameSettings.ControlMode == Enum.ControlMode.MouseLockSwitch
local userHasClickToMoveEnabled = GameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove
local MouseLockAvailable = devAllowsMouseLock and userHasMouseLockModeEnabled and not userHasClickToMoveEnabled and not devMovementModeIsScriptable
return MouseLockAvailable
end
------------------------------------------------------------------------
local PlayerState = {} do
local mouseBehavior
local mouseIconEnabled
local cameraType
local cameraFocus
local cameraCFrame
local cameraFieldOfView
local screenGuis = {}
local coreGuis = {
Backpack = true,
Chat = true,
Health = true,
PlayerList = true,
}
local setCores = {
BadgesNotificationsActive = true,
PointsNotificationsActive = true,
}
-- Save state and set up for freecam
function PlayerState.Push()
for name in pairs(coreGuis) do
coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name])
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false)
end
for name in pairs(setCores) do
setCores[name] = StarterGui:GetCore(name)
StarterGui:SetCore(name, false)
end
local playergui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
if playergui then
for _, gui in pairs(playergui:GetChildren()) do
if gui:IsA("ScreenGui") and gui.Enabled then
screenGuis[#screenGuis + 1] = gui
gui.Enabled = false
end
end
end
cameraFieldOfView = Camera.FieldOfView
Camera.FieldOfView = 70
cameraType = Camera.CameraType
Camera.CameraType = Enum.CameraType.Custom
cameraCFrame = Camera.CFrame
cameraFocus = Camera.Focus
mouseIconEnabled = UserInputService.MouseIconEnabled
UserInputService.MouseIconEnabled = false
if FFlagUserExitFreecamBreaksWithShiftlock and CheckMouseLockAvailability() then
mouseBehavior = Enum.MouseBehavior.Default
else
mouseBehavior = UserInputService.MouseBehavior
end
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
-- Restore state
function PlayerState.Pop()
for name, isEnabled in pairs(coreGuis) do
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled)
end
for name, isEnabled in pairs(setCores) do
StarterGui:SetCore(name, isEnabled)
end
for _, gui in pairs(screenGuis) do
if gui.Parent then
gui.Enabled = true
end
end
Camera.FieldOfView = cameraFieldOfView
cameraFieldOfView = nil
Camera.CameraType = cameraType
cameraType = nil
Camera.CFrame = cameraCFrame
cameraCFrame = nil
Camera.Focus = cameraFocus
cameraFocus = nil
UserInputService.MouseIconEnabled = mouseIconEnabled
mouseIconEnabled = nil
UserInputService.MouseBehavior = mouseBehavior
mouseBehavior = nil
end
end
local function StartFreecam()
local cameraCFrame = Camera.CFrame
cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ())
cameraPos = cameraCFrame.p
cameraFov = Camera.FieldOfView
velSpring:Reset(Vector3.new())
panSpring:Reset(Vector2.new())
fovSpring:Reset(0)
PlayerState.Push()
RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value, StepFreecam)
Input.StartCapture()
end
local function StopFreecam()
Input.StopCapture()
RunService:UnbindFromRenderStep("Freecam")
PlayerState.Pop()
end
------------------------------------------------------------------------
do
local enabled = false
local function ToggleFreecam()
if enabled then
StopFreecam()
else
StartFreecam()
end
enabled = not enabled
end
local function CheckMacro(macro)
for i = 1, #macro - 1 do
if not UserInputService:IsKeyDown(macro[i]) then
return
end
end
ToggleFreecam()
end
local function HandleActivationInput(action, state, input)
if state == Enum.UserInputState.Begin then
if input.KeyCode == FREECAM_MACRO_KB[#FREECAM_MACRO_KB] then
CheckMacro(FREECAM_MACRO_KB)
end
end
return Enum.ContextActionResult.Pass
end
ContextActionService:BindActionAtPriority("FreecamToggle", HandleActivationInput, false, TOGGLE_INPUT_PRIORITY, FREECAM_MACRO_KB[#FREECAM_MACRO_KB])
end
end
end)
never mind i miss read what you said.
It’s fine - but do you know how to join it the group tho?
I’m pretty sure they only accept people that work with/at Roblox.
Oh some people just in there and there are not a employee - so does that mean they work with roblox?
If I’m not mistaken, all the members currently or used to work for Roblox, and are either administrators or interns/accelerators.
Or like are they a video capture artist?
I don’t know. Perhaps they have been tasked by Roblox to capture footage for videos and other pieces of media.
The Freecam group is for developers who’ve been contracted and staff to create video content for Roblox promotional material. You’ll notice that some videos Roblox releases has the camera roaming around an existing experience (e.g. their recent trailer went through a few top grossing experiences) - that’s the work of users in the Freecam group.
Users do not need to be staff to be in that group as Roblox offers opportunities to developers as well however the location where offers are given for video creation (and therefore access to the Freecam group) is private access unless they’ve changed that in recent memory. So in short, you don’t join the Freecam group.
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