Realism — Make your games feel more immersive!

When I change the R6 Left Hand Pitch to 0.01 (line 114) on config, R6’s left hand rotate, it wasn’t rotate if not changed video - YouTube

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ye, that would be easier for new developers!

Hey, can someone give me an idea of what Pitch and Yaw does? I’m not very well-versed in those terms.

In layman’s, pitch is up and down while yaw is left and right (not to be confused with roll).

(image ripped from google)

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Ohhh, makes sense, so if I want the head to turn more, I have to change yaw right?

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I made a quick fix for the Left arm rotation issue. In your RealismClient around line 300 (If you haven’t edited the script) you should see something like:

if Dirty then

end

Update that line to the following:

if dirty or name:sub(1, 4) == "Left" then
	local rot = origin - origin.Position
	
	local cf = CFrame.Angles(0, fPitch, 0)
	         * CFrame.Angles(fYaw, 0, 0)
	
	motor.C0 = origin * rot:Inverse() * cf * rot
end

For some reason that joint isn’t marked to be updated each loop. Use at your own risk as I don’t know if this really messes anything else up. This got both arms to work properly for me both with and without a tool. Just keep a look out for an actual fix to this problem!

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That’s… generally okay? Though it forces the left arm to be invalidated on every single update.
I’m gonna look more into why the left arm rotation isn’t working correctly.

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Just curious-did you record the walking sounds yourself? They sound great!
additional question: I don’t have an interest in some of the other features, but I do want to use the walking sound part in my game. Is there any chance I could extract these sounds from your code and integrate them into mine, provided I credit you for using your sounds?

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OOF, I actually didn’t. They were sampled from another game.

Unfortunately I didn’t give this much thought until I was asked about it a month or two ago, and you just reminded me about it. Definitely should have replaced them before I publicly released this.

I’ll try and get into contact with the right people to make sure there are no issues with using these sounds. Should there be an issue, I’ll get them replaced appropriately.

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For some reason, it locks the players camera in place occasionally, hopefully a fix soon.

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Thank you, can you keep us updated on this.

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Is it possible to turn off some specific feature like head rotation or footstep?

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I think there is a problem with the FPSCamera transparency handler. This happened to some people: Roblox 18/01/2021 20:13:13 - Clipped with Medal.tv

The shades should be an Accessory with an Attachment inside of its Handle that properly indicates what kind of accessory it is. Otherwise the part is ignored as if it’s something attached to your chest.

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All i know is that the shades are a roblox accessory from the catalog. I’m not sure how its setup in the datamodel. All i know is sometimes it doesn’t hide them.

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Using morphs does the same thing, is there a way to make it so morph items appear invisible when in first person?

You need to write a LocalScript that iterates through all parts for the morph and sets a hidden property named LocalTransparencyModifier to 1 if the camera is within a certain distance to its camera subject (which if the subject is a humanoid, is the character’s head). This property resets every frame, so to make it not transparent, just don’t set it.

As for @Maximum_ADHD – Have you nailed down the cause for that rare init(?) bug that causes the camera to freeze over the origin for a long time before it tracks the character? This is the only bug preventing me from using the module. I tried to find it myself and I honestly can’t find it.

Haven’t got a clue, I can’t reproduce it consistently.

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How do I disable the first person body?
I’m trying to use this for a FPS game.

Just dropped it in (Everything is in workspace) nothing has changed, though.