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!)
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)
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
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:
bobbleEnabled → B_enabled
Other:
Added comments explaining each section of the code and some nice organization ^^