(Note That is this NOT a Viewmodel)
I want to try and figure out how to Get the Player’s Arms to Follow the Camera like a Viewmodel when in First Person,
Looking at Posts and Videos, they are either:
-
How to make Arms Visible
-
Cloning Arms and Following the Camera
-
Viewmodel Tutorial
For Better Context:
When in Third Person, The Player would See this:
When The Player is Holding a Weapon, In Third Person, It will look like this:
But In First Person, The Player Arms will Follow the Camera until they Aren’t in Third Person:
I just cant seem to find a Relevant Topic on this, nor an Explanation on what to do.
So I Already know about Motor6D
and with C0
and C1
.
The only issue is that I’m not sure how to do the math functions nor am I able Position the Limbs properly to the Camera
, Every thing I do would either:
- Flings the Player a Billion studs away.
- Limb floats in the Air away from Camera and moves further away.
This Video is from Setting the CameraSubject
to the Arm After it fling away from the Character.
I have used ToObjectSpace
and Inverse
, But they still gave me this effect.
How should I do this?
local RunService = game:GetService("RunService") -- RunService
local Camera = workspace.CurrentCamera -- Camera
local Plr = game.Players.LocalPlayer -- LocalPlayer
local Char = Plr.Character -- Character
local Torso = Char:WaitForChild("Torso") -- Torso Holding the Motor6D's
local RS = Torso:WaitForChild("Right Shoulder") -- Right Arm
local LS = Torso:WaitForChild("Left Shoulder") -- Left Arm
while true do
RunService.RenderStepped:Wait() -- This is so it doesn't spam the Output and not Crash
Char["Right Arm"].LocalTransparencyModifier = 0; Char["Left Arm"].LocalTransparencyModifier = 0
RS.C0 = RS.C0 -- What do I do here? This Part is where I'm confused, I Have tried a bunch of things
end
What should I do?