Voidage
(Voidage)
#1
Hello! So I bind a function to runservice and in that I have this line:
rootPart.Parent.Torso.CFrame = CFrame.lookAt(rootPart.Position, Vector3.new(targetPosition.X, rootPart.Position.Y, targetPosition.Z)) * CFrame.Angles(math.rad(0), math.rad(-90), math.rad(0));
in my game we are having this problem:
when walking, the torso jitters back and forth. This doesn’t happen in studio, only when playing in game. Any ideas as to what I’m doing wrong here?
J_lukasval
(J_lukasval)
#2
Maybe you can smoothly interpolate and avoid the weird jittering around it.
Or just use align orientation
My advice would be using alignorientation, because rotating the torso is a red flag to me personally.
Use alignorientation on the humanoidrootpart.
Voidage
(Voidage)
#4
Found the problem. They were using shift lock. When aiming, I disable auto rotate, and it’s fixed!
1 Like
system
(system)
Closed
#5
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