I am trying to make the character’s arms follow the CurrentCamera with SetDesiredAngle and some fake arms. I made some gimmicky formula thingy to set the angle correctly, but sometimes the math is off (Camera looks down, arms go up). Could someone improve my formula? I’ve heard that trigonometry could solve the problem but I’m not exactly sure how to get side lengths (my only experience with trig is basically 5 lessons of Khan Academy).
repeat wait() until game.Players.LocalPlayer
frames = setmetatable({},{})
player = game.Players.LocalPlayer
character = player.Character
cam = Workspace.CurrentCamera
frames.Default = {
Right = CFrame.new(1.5,-1,-1.5)*CFrame.Angles(math.rad(90),0,0);
Left = CFrame.new(-1.5,-1,-1.5)*CFrame.Angles(math.rad(90),0,0)
}
frames.Gun = {
Right = CFrame.new(1,-1,-1)*CFrame.Angles(math.rad(90),0,0);
Left = CFrame.new(-0.5,-1,-1.5)*CFrame.Angles(math.rad(90),0,math.rad(30))
}
getmetatable(frames).__index = {}
getmetatable(frames).__index.CurrentFrame = frames.Default
rarm = character["Right Arm"]
larm = character["Left Arm"]
frarm = rarm:Clone()
flarm = larm:Clone()
frarm.Parent = cam
flarm.Parent = cam
player.CameraMode = "LockFirstPerson"
game:GetService("RunService").RenderStepped:connect(function()
frarm.CFrame = cam.CoordinateFrame*frames.CurrentFrame.Right
flarm.CFrame = cam.CoordinateFrame*frames.CurrentFrame.Left
character.Torso["Right Shoulder"]:SetDesiredAngle(math.rad(frarm.Rotation.X)-(math.rad(frarm.Rotation.X)-math.rad(90))*2) -- Math for Right Arm
character.Torso["Left Shoulder"]:SetDesiredAngle(math.rad(-flarm.Rotation.X)+(math.rad(flarm.Rotation.X)-math.rad(90))*2) -- Math for Left Arm
end)