I really don’t know where to start on this one, I can’t tell if it’s tweens or something else. Could anyone help me figure out how this is achieved?
Basically I’m going for something similar to this video for my game, and I’ve tried using math.sin and stuff, but this looks like it’s done with deltaTime. Can someone break this down?
Oh well, i made a remake of this camera movement (i need to finish it lol).
At first is not that easy. I used 3 variables called Sensitivity, and FoV(Field of View), and How smooth the camera moves.
Use RunService.RenderStepped and like move the camera.CoordinateFrame based on the Head position and various angles.
I’m REALLY sorry if you can’t understand, because i do not know how to explain things. I hope you can possibly try something.
I assume this uses lerps on a render-step basis, obviously with delta time.
One way to do this is to recreate the camera default first-person movement, then lerp the current camera cframe to the newly calculated one and will be smooth, but it won’t have any other fancy effects that you provided.