How to tilt the character when you walk?

It won’t be a problem since my game will be a first player game

I mean, it still would considering that again, even if you play alone, you are still connected to a server… it doesn’t just disappear and no one is the game ‘host.’

if you wanna do it, use playeradded and characteradded.

Hey I know im late on this but I wanted to use this and was wondering how can I make it work for if I’m going back and forth I know a good deal about scripting but never used most of the things used in this scripts and I couldn’t find any resources to read b=about some of the things either ik its probably easy but any help is appreciated

Tweak as necessary

    task.wait(1.5)
	local Player = game.Players.LocalPlayer
	local TweenService = game:GetService("TweenService")
	local root = Player.Character.HumanoidRootPart
	local dir, vel
	local angle = 0
	local angle2 = 0
	local original = root.RootJoint.C0
	--looping code
	local hb = game:GetService("RunService")

	hb.Heartbeat:Connect(function()
		if Player.Character.Humanoid.Health >= 1 then
			vel = root.Velocity * Vector3.new(1,0,1)
			
			if vel.Magnitude > 2  then
				dir = vel.Unit
				angle = root.CFrame.RightVector:Dot(dir)/6.5
				angle2 = root.CFrame.LookVector:Dot(dir)/6.5
			else
				angle = 0
				angle2 = 0
			end

			local tweenInfo = TweenInfo.new(
				.2,
				Enum.EasingStyle.Quad,
				Enum.EasingDirection.Out,
				0,
				false,
				0
			)

			local tween = TweenService:Create(root.RootJoint, tweenInfo, {C0 = original*CFrame.Angles(angle2, -angle, 0)})

			tween:Play()
		end
	end)

It’s @Wunder_Wulfe 's code, except I’m just tweening the lookvector direction as well as the rightvector so you get the movement in both directions.

6 Likes

If anyone later on finds this article, I’ve manipulated the code to work for r15 characters, this is a script that goes inside of the startercharacter folder

local TweenService = game:GetService("TweenService")
local root = script.Parent:WaitForChild("LowerTorso")
local dir, vel
local angle = 0
local angle2 = 0
local original = root.Root.C0
local hb = game:GetService("RunService")

hb.Heartbeat:Connect(function()
	if script.Parent.Humanoid.Health >= 1 then
		vel = root.Velocity * Vector3.new(1,0,1)

		if vel.Magnitude > 2  then
			dir = vel.Unit
			angle = root.CFrame.RightVector:Dot(dir)/4.5
			angle2 = root.CFrame.LookVector:Dot(dir)/4.5
		else
			angle = 0
			angle2 = 0
		end

		local tweenInfo = TweenInfo.new(
			.2,
			Enum.EasingStyle.Quad,
			Enum.EasingDirection.Out,
			0,
			false,
			0
		)
		local tween = TweenService:Create(root.Root, tweenInfo, {C0 = original*CFrame.Angles(-angle2, 0, -angle)})

		tween:Play()
	end
end)
11 Likes

use math.rad for what ever angle is

Thanks for creating the Script and it would be nice if there is an R15 and R6 Script Compatibility, I mean I would love if someone made a Script for the best of both worlds, Have a great day

2 Likes

I cleaned up and remade the code and also added an R6 or R15 compatible feature! It should be a LocalScript that is located in StarterPlayer.StarterCharacterScripts.

By the way, TILT_SIZE in line 5 is customizable! Recommended values are around 100 to 750, you can change it to whatever you like. Feel free to take the code or learn something from it.

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")

local TILT_SIZE = 250

local Player = Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local Root
local RootJoint

local Angle1 = 0
local Angle2 = 0
local Direction
local Velocity

local ORIGINAL_C0
local CHARACTER_RIG_TYPE = Humanoid.RigType

if CHARACTER_RIG_TYPE == Enum.HumanoidRigType.R6 then
	Root = Character:WaitForChild("Root")
	RootJoint = Root:WaitForChild("RootJoint")
else
	Root = Character:WaitForChild("LowerTorso")
	RootJoint = Root:WaitForChild("Root")
end

ORIGINAL_C0 = RootJoint.C0

local function Heartbeat()
	if Humanoid.Health > 0 then
		Velocity = Root.Velocity * Vector3.new(1, 0, 1)
		
		if Velocity.Magnitude > 2 then
			Direction = Velocity.Unit
			
			Angle1 = Root.CFrame.LookVector:Dot(Direction) / (1000 / TILT_SIZE)
			Angle2 = Root.CFrame.RightVector:Dot(Direction) / (1000 / TILT_SIZE)
		else
			-- Resets the angles because player is moving too slow
			
			Angle1 = 0
			Angle2 = 0
		end
		
		local TiltGoal = {C0 = ORIGINAL_C0 * CFrame.Angles(Angle1, -Angle2, 0)}
		local TiltTween = TweenService:Create(RootJoint, TweenInfo.new(0.2), TiltGoal)
		
		TiltTween:Play()
	end
end

RunService.Heartbeat:Connect(Heartbeat)
16 Likes

Oh thank you so much, you’re my hero! It pretty much works pretty well but it’s kinda hard to notice the tilting if the Player is using R6, but it’s better than nothing, Thank you, and have a great day!

4 Likes

Can you help me understand why the script would use the tween service for this?
The code is already executing every heartbeat, and smoothing the target value on each iteration.

It seems you could set the cframe directly, but the script creates a brand new tween every frame to do it instead.

5 Likes