Hello, DevForumer.
Right now I want to know how I can do this camera bobbing. I really want to do this. And it’s been a week now. How I figure out how to make a camera like this
So I tried asking my friend, and he said it was a spring module to do this. I have been trying to figure out how to use the spring module until now I am discouraged so I created this post to ask you guys for help.
If you can help me I would like to thank you so much!
My English might look a bit bad if you can’t read it, I’m sorry. I am asian And English is not my main language!
you don’t have to use spring for this, you can just lerp the camera based on the character’s velocity for the bending and some basic sine wave calculation for the bobbing
local runService = game:GetService("RunService")
local plr = game.Players.LocalPlayer
local chr = plr.Character
local humrootpart = chr:WaitForChild("HumanoidRootPart")
local hum = chr:WaitForChild("Humanoid")
local cam = workspace.Camera
local tiltSpeedZ = 0.1
local bobbingSpeed = 0.1
local tilt = 0
local sinValue = 0
function lerp(a, b, t)
return a + (b - a) * t
end
function calculateSine(speed, intensity)
sinValue += speed
if sinValue > (math.pi * 2) then sinValue = 0 end
local sineY = intensity * math.sin(2 * sinValue)
local sineX = intensity * math.sin(sinValue)
local sineCFrame = CFrame.new(sineX, sineY, 0)
return sineCFrame
end
local previousSineX = 0
local previousSineY = 0
runService.RenderStepped:Connect(function(dt)
local movementVector = cam.CFrame:vectorToObjectSpace(humrootpart.Velocity / math.max(hum.WalkSpeed, 0.01))
local speedModifier = (hum.WalkSpeed / 16)
tilt = math.clamp(lerp(tilt, movementVector.X * tiltSpeedZ, 0.1), -0.25, 0.1)
local sineCFrame = calculateSine(bobbingSpeed * speedModifier, movementVector.Z * speedModifier)
local lerpedSineX = lerp(previousSineX, sineCFrame.X, 0.1)
local lerpedSineY = lerp(previousSineY, sineCFrame.Y, 0.1)
cam.CFrame *= CFrame.Angles(0, 0, tilt) * CFrame.new(lerpedSineX, lerpedSineY, 0)
previousSineX = lerpedSineX
previousSineY = lerpedSineY
end)