Trying to get help related to Moon Animator 2 Cutscenes.
I saw this post and took its cinematic function and tried to port it to my cutscene.
local function Cinematic(CinematicsFolder)
local CurrentCameraCFrame = workspace.CurrentCamera.CFrame
local FrameTime = 0
local Connection
character.Humanoid.AutoRotate = false
Camera.CameraType = Enum.CameraType.Scriptable
Connection = RunService.RenderStepped:Connect(function(DT)
FrameTime += (DT * 60)
local NeededFrame = CinematicsFolder.Frames:FindFirstChild(tonumber(math.ceil(FrameTime)))
if NeededFrame then
Camera.CFrame = NeededFrame.Value
else
Connection:Disconnect()
character.Humanoid.AutoRotate = true
Camera.CameraType = Enum.CameraType.Custom
Camera.CFrame = CurrentCameraCFrame
end
end)
end
local function onAwakenedInput(_,inputState)
if inputState == Enum.UserInputState.Begin then
Cinematic(script.GON.Cam)
end
end
ContextActionService:BindAction("Awakening",onAwakenedInput,false,Enum.KeyCode.G)
This is my code, however the camera just pans out to some random place in the sky. I assume it’s because the Camera CFrame in Moon Animator 2 animations is hard-coded.
That leaves the question though, how do I work with it?
Wsg gang. First off did you make sure you added the reference to the camera? If so, you need to separate the animation by deselecting the animation and exporting just the camera. Let me know if that doesn’t resolve anything. Hope this helps.
Hey, sorry for bumping this after such a long time.
Your issue is this line
Camera.CFrame = NeededFrame.Value
You animated the camera relatively to a character and that’s what the keyframes values are set to. To fix the camera panning out to the sky you instead should’ve done: