Hey!
I imagine it would be some funk with Sine and Cosine in a Renderstep loop with some Camera lerping, however I’m just confused on the CFrame math and sin cos math
Game Referenced: Evade
Any help would be appreciated!
Hey!
I imagine it would be some funk with Sine and Cosine in a Renderstep loop with some Camera lerping, however I’m just confused on the CFrame math and sin cos math
Game Referenced: Evade
Any help would be appreciated!
This helps a lot, though in the gif I sent, the movement seems a lot more dynamic, I can’t tell if it tilts right to left a bit, or if it looks side to side a bit as well? It’s hard to say, with tweaking what you supplied could definitely get very close, it just seems a lot less dynamic and “animated”? I don’t know if I’m describing it properly lol
Another question I’d have, is how could I get it to properly scale with movement speed? If I do DistanceMoved * Humanoid.WalkSpeed
that would obviously get very hectic and overdone very fast… this is definitely not my strong suit of coding lol
It’s just some tweaking with the system. There’s no way to perfectly replicated Evade’s camera movement but the video I listed could work if you tweaked the code a bit.
You could just do:
DistanceMoved * (Humanoid.WalkSpeed/10)
Yeah I guess so, and as for the scaling with movement speed I guess I just really overthink about the “best way” to do things and thought that would be way too simple
Thanks Katrist!