How to make Camera position move with character, but has a fixed orientation

Hey there, Tophat here.

As I am starting off a new game, I have decided to create a different camera system unlike that of the default.

This camera system currently makes the camera in a fixed position and orientation, which is halfway through what I want to do here.

Now, I’d like to know how to make this camera move with the player’s character BUT keeps the orientation/rotation the same.

In other words, how should I get around making a camera that has the position part of the CFrame move with the character like normal, but keeps the rotational part of the CFrame the same.

Here is the code used, in a Localscript in StarterPlayerScripts:

local Player = game.Players.LocalPlayer

task.wait(3) -- Waits 3 seconds because it doesn't work without a delay (Not important)

-- Camera CFrame and Type is set

workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
workspace.CurrentCamera.CFrame = CFrame.new(-8.33456039, 15.5865936, -48.5479164, 0.752406478, -0.32895574, 0.57067734, -1.49011594e-08, 0.86637032, 0.499402165, -0.658699095, -0.375753433, 0.651862621)

-- Those 12 values above are the camera's current CFrame.

Here is video footage of what I currently have:

Here is a video containing an example of what I’d like to achieve in terms of camera movement. Go to 8:35 to see what I mean, but it includes additional effects. (moves with character, locked orientation)

What can I do to achieve my goal?

Thanks!

1 Like

Should be easy let me see:

For smooth camera manipulation, you will want to use RenderStepped event. Put this script in StarterPlayerScripts. Script will automatically detect if a player has respawned and set the camera to whatever you put inside CharacterAdded

I have also provided for you some sample usage.

local RS = game:GetService("RunService")

local cam = workspace:WaitForChild("Camera")

local inclination = 45 --angle in degree from the ground
local azimuth = 0 -- rotation angle (0 - facing north, 90 - facing west, 180 - facing south, 270 - facing east)
local radius = 20 -- distance from camera

cam.CameraType = Enum.CameraType.Scriptable
cam.CameraSubject = workspace

local root = nil

local function CalculateCFrame(focus)
	
	local x = focus.X + (radius * math.sin(math.rad(inclination)) * math.sin(math.rad(azimuth)))
	local y = focus.Y + (radius * math.cos(math.rad(inclination)))
	local z = focus.Z + (radius * math.sin(math.rad(inclination)) * math.cos(math.rad(azimuth)))
	local position = Vector3.new(x,y,z)
	
	return	CFrame.new(position,focus)
	
end

local function UpdateMovingCamera()
	
	cam.CFrame = CalculateCFrame(root.Position)
	
end

local function UpdateStationaryCamera(focus)
	
	cam.CFrame = CalculateCFrame(focus)
	
end

local function StationaryCamera(inc,az,rad,focus)
	
	if connection then
		connection:Disconnect()
		connection = nil
	end
	inclination = inc
	azimuth = az
	radius = rad
	UpdateStationaryCamera(focus)
	
end

local function MovingCamera(inc,az,rad)
	
	inclination = inc
	azimuth = az
	radius = rad
	if not connection then
		connection = RS.RenderStepped:Connect(UpdateMovingCamera)
	end	
	
end

--starting player will have a moving camera
local connection = nil
game.Players.LocalPlayer.CharacterAdded:Connect(function(character)
	
	if connection then
		connection:Disconnect()
		connection = nil
	end
	root = character:WaitForChild("HumanoidRootPart") --or whatever body part you want the camera to focus
	
	--starting (respawn) camera!
	MovingCamera(45,0,20)
	
	
end)



--example usage

task.wait(3) 

MovingCamera(45,90,15)

task.wait(3) 

MovingCamera(25,180,15)

task.wait(3)

StationaryCamera(45,22,30,workspace.Part.Position) -- camera will focus on some part

task.wait(3)

MovingCamera(80,277,40)

Good luck.

4 Likes

How would this work for a top down camera position? This can be useful for the type of gaming I’m making aswell.