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 = 0.05
local bobbingSpeed = 0.05
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 = 3/16
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)
This is my camera bobbing script, would there be any way to make the player’s humanoid root part move with it? (so if they move backwards for example, it would tilt them backwards.)
all help is appreciated.