So, in this topic: How do i making camera bobbing like this one - #4 by zaydoudou
the solution is pretty great. It’s working perfectly, other than the fact that the camera bobs the opposite way I want it to. When I move to the right, the camera tilts left, and vice versa. How can I make it so that when I move right, the camera tilts right?
The code:
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)