Momentum | Essential character effects to make your game more lively


A free, easy-to-use system that adds features like head movement, jump cooldown and walk bobbling for your player characters.

Fully-supported on Desktop and Mobile devices!

Supports both R6 and R15

MODEL LINK
PLACE LINK

VERSION

Momentum v1.5

Features

Features:

  • Head Movement:
    • Head follows the direction the player’s camera is facing, similar to how most games do it
  • Head Lock:
    • Feature that allows the player to lock their head in place, making it unable to move
      (useful for screenshots)
  • Replication:
    • Players can see eachother’s head moving
  • First-Person Bobbling & Jump Cooldown:
    • Small movements of the camera while the player is walking
    • Cooldown before the player can jump again
Settings

Settings:

Located inside the Momentum_Client script as attributes

Head:

  • A_enabled = Determines if head movement is enabled or disabled
  • A_follow = Which mode for head tracking to use [“Camera” and “Mouse” are supported]
  • A_replication = If players can see the head movement of each other
  • A_replicationInterval = Interval between each transmission of head position data (The higher, the less the remote event is fired, and lower, the more the remote event is fired)
  • A_replicationDeltaThreshold = Angle threshold for head replication based on how much it moved
  • A_lookAheadStrength = Strength of the look-ahead effect
  • A_smoothingFactor = The smoothing factor applied to the head movement
  • A_lockFeature = Feature that allows the player to lock their head in place
  • A_lockButtonImageID = The image ID to be used for the mobile lock feature button
  • A_lockButtonPosition = Position in UDim2 for the lock feature button
  • A_lockKey = The keybind for the lock feature
  • A_lockMechanism = What kind of mechanism to use for the lock feature [“Toggle” and “Hold” are supported]

Bobbling:

  • B_enabled = Determines if bobble/tilting effects are enabled (you can disable them individually, this just serves as a parent toggle for all bobbling/tilting-related effects)
  • B_breathingEnabled = Determines if the idle “breathing” effect is enabled or disabled
  • B_breathingAmplitude = Amplitude for the idle “breathing” effect
  • B_breathingRate = Rate for the idle “breathing” effect
  • B_jumpTiltEnabled = Determines if jump tilt effect is enabled or disabled
  • B_jumpTiltAngle = Maximum angle jump tilt effect can reach
  • B_jumpTiltDamping = Damping for jump tilt effect
  • B_jumpTiltStiffness = Stiffness for jump tilt effect
  • B_fallTiltMaxAngle = Maximum angle the fall tilt effect can reach
  • B_landingImpactEnabled = Determines if landing tilt effect is enabled or disabled
  • B_landingImpactMaxStrength = Maximum tilt the landing tilt effect can reach
  • B_landingImpactMinStrength = Minimum tilt the landing tilt effect can reach
  • B_landingImpactStiffness = Stiffness for landing tilt effect
  • B_landingImpactDamping = Damping for landing tilt effect
  • B_sidewaysTiltEnabled = Determines if the sideways tilt effect is enabled or disabled
  • B_sidewaysTiltMaxAngle = Maximum angle the sideways tilt effect can reach

Other:

  • jumpCooldown = The time it takes to be able to jump again

You’re absolutely allowed to use this system without crediting me! However, if you wish to do so I would greatly appreciate it!

Feedback is also greatly appreciated! : )

(It’s my first time making a post like this, so sorry if it looks bad!)

30 Likes

Very cool!

Ill be using this in my game… :+1: :smile:

1 Like

Awesome! I hope you enjoy it :smiley:

1 Like

Momentum - 1.2 Changelogs

New setting:

  • A.replicationInterval = Interval between each transmission of head position data (The higher, the less the remote event is fired, and lower, the more the remote event is fired)

Setting renames:

  • A.replicateA.replication
1 Like

Fyi anything you do to your character on the client is replicated (when it comes to editing your body parts and Motor6ds)

1 Like

As for manipulating the Neck’s CFrame on the client-side, it doesn’t get replicated automatically, so Momentum does it manually by using RemoteEvents

Wouldn’t it be better to use UnreliableRemoteEvents instead of RemoteEvents for this?

Quoting the announcement post for UnreliableRemoteEvents:

1 Like

Oh, that’s true, I’ll replace the RemoteEvent with an Unreliable one soon, thank you!

I was thinking of either using regular Events or Unreliable events, seems like Unreliable is the way to go

Momentum - 1.3 Changelogs

Changes:

  • Moved from using RemoteEvents to UnreliableRemoteEvents for the head movement replication

Momentum - 1.4 Changelogs

Additions:

  • Added support for R15
  • Small error fixes

But is there actual character momentum in the resource, by chance? I would like to jump, let go of W, and still have my aerial momentum.

2 Likes

Would be nice if we could see how it looks.

1 Like

Maybe I should plan to add actual momentum, however it is just a name choice lol

Added videos showcasing each feature!

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isnt this just Realism with less cool stuff

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Oh, I know Realism, may be lol, Momentum is still very new and more features will be added along the way. Realism is also not getting updated anymore it looks like; last update was 2 years ago

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Can you make an editable testing place or .rbxl?

1 Like

hi I know it’s been a long long time with no updates (almost a year since the last reply) but..


Momentum - 1.5 Changelogs

  • Additions:

    • Movement Bobbling:

      • Camera tilting effects when walking/jumping and landing after a jump or fall using simple spring math

      • “Breathing” effect when idle

      • Bobble now scales automatically with humanoid.WalkSpeed using 16 as the baseline, so sprint and crouch systems work with no extra configuration

    • Head Movement:

      • Head can now either follow your camera OR your mouse!

      • HeadUpdate now only fires when the neck’s CFrame has moved beyond a configurable angle threshold, eliminating unnecessary network calls while the player is standing still

      • While moving, the head biases slightly toward the direction of travel for a more natural feel (Look-ahead effect)


  • New Settings:

    • Head:

      • A_follow - Which mode for head tracking to use [“Camera” and “Mouse” are supported]

      • A_replicationDeltaThreshold - Angle threshold for head replication based on how much it moved, so HeadUpdate fires when moved past that

      • A_lookAheadStrength - Strength of the look-ahead effect

    • Movement Bobbling:

      • B_breathingEnabled - Determines if the idle “breathing” effect is enabled or disabled

      • B_breathingAmplitude - Amplitude for the idle “breathing” effect

      • B_breathingRate - Rate for the idle “breathing” effect

      • B_jumpTiltEnabled - Determines if jump tilt effect is enabled or disabled

      • B_jumpTiltAngle - Maximum angle jump tilt effect can reach

      • B_jumpTiltDamping - Damping for jump tilt effect

      • B_jumpTiltStiffness - Stiffness for jump tilt effect

      • B_fallTiltMaxAngle - Maximum angle the fall tilt effect can reach

      • B_landingImpactEnabled - Determines if landing tilt effect is enabled or disabled

      • B_landingImpactMaxStrength - Maximum tilt the landing tilt effect can reach

      • B_landingImpactMinStrength - Minimum tilt the landing tilt effect can reach

      • B_landingImpactStiffness - Stiffness for landing tilt effect

      • B_landingImpactDamping - Damping for landing tilt effect

      • B_sidewaysTiltEnabled - Determines if the sideways tilt effect is enabled or disabled

      • B_sidewaysTiltMaxAngle - Maximum angle the sideways tilt effect can reach


  • Setting Renames:

    • bobbleEnabledB_enabled

  • Other:

    • Added comments explaining each section of the code and some nice organization ^^
1 Like

this is LONG overdue.. but here you go friend :sweat_smile:
Momentum Testing
Attached in the post as well

2 Likes

thanks! will be mainly using the replication for this module

1 Like