Humanoid.CameraOffset causes camera to jitter, any better alternatives?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    offseting the camera 1 studs to the front


    like this

  2. What is the issue? Include screenshots / videos if possible!
    camera looks extremely jittery and unsmooth

  3. What solutions have you tried so far?
    best one: settings the rootjoints C1 which worked fine until I realised this causes the physics to look weird
    first one: humanoid.CameraOffset makes the camera look extremely jittery when using the Z offset
    second one: tried messing around with camera.CFrame but that didnt work either

have yo been trying the LookAt() function?

run.RenderStepped:Connect(function()
	local lookv3 = camera.CFrame.LookVector
	local newpos = (CFrame.fromMatrix(camera.CFrame.p, camera.CFrame.XVector, camera.CFrame.YVector, Vector3.new(-lookv3.X, 0, -lookv3.Z)) * CF(0,0,-1)).p
	camera.CFrame = CFrame.fromMatrix(newpos, camera.CFrame.XVector, camera.CFrame.YVector, camera.CFrame.ZVector)
end)

I tried this which inverts the characters direction and looks weird

Apparently this is a Roblox glitch:

UPDATE: roblox seems to fix this issue.

found out why it was jittery in the first place: the camera offset is based on humanoidrootpart and camera focus. humanoids autorotate rotated the humanoidrootpart after the offset was calculated giving it a jittery look.

this is how its calculated:

local thing = (char.HumanoidRootPart.CFrame * CFrame.new(offset) * CFrame.new(0,1.5,0))
local diff = camera.Focus:ToObjectSpace(thing)
camera.CFrame += diff.p

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