Tutorial to Camera to Animation plugin!

Hello Readers.
As a Roblox developer, it is hard for me to make character cut scenes using the basic animation tools we have here on Roblox. So that is why I’m introducing my newest plugin!
So firstly what is this plugin about?

The Camera to Animation plugin offers the ability to animate any rig with the camera!

.Add a camera to any Roblox rig
.Use the Roblox Animation Editor with it.
.View the camera’s point of view at anytime

Download: https://www.roblox.com/library/1008593440/Camera-To-Animation

So now that you know what this plugin is about and assuming you already downloaded it, lets start on the actual tutorial.

1.Add camera to animation rig.

2.Use the Inspect Camera button to select camera.

3.Open up the roblox animation editor and animate away!

4.Publish the animation and add this line of code after you play it

local playercam = player.Character:WaitForChild("Camera")
game.Workspace.CurrentCamera.CameraSubject = playercam
game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
 for i = 1,playAnim.Length*100 do
    game.Workspace.CurrentCamera.CFrame = playercam.CFrame
 game.Workspace.CurrentCamera.CameraSubject = humanoid
 game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Custom

That’s about it!
Please inform me of any bugs!
I’m looking forward to see what you guys can do!
Criticize and help are all open!


Instead of wait(0.01) you should try looking into RenderStepped.

Your current system is framerate-dependent. Renderstepped function you could find deltas and such to solve these sorts of issues.


Thanks I’ll implement this! :grinning:

Likewise, you can return the actual time elapsed from waiting as the global function wait will return both the elapsed time and current game time.

local step = wait(0.1)

For example, let’s say you have a healing potion that gradually restores all health. This code would run on the server:

local RATE = 10
local TotalHealthGained= 0
    local step = wait(0.25)
    Humanoid.Health = Humanoid.Health + (RATE * step)
until TotalHealthGained >= Humanoid.MaxHealth
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