could you elaborate (I’m stupid)
also, wouldn’t that just move the whole character?
could you elaborate (I’m stupid)
also, wouldn’t that just move the whole character?
(hopefully that works)
ok well actually that talks about rotation the camera
just do like
RightShoulder.C0 = RightShoulder.C0 * CFrame.Angles(Camera.CFrame.Rotation)
Oh wait im stupid
RightShoulder.C0 = RightShoulder.C0 * Camera.CFrame.Rotation
forgot that thats already a CFrame angle
I don’t think that will move it to the camera.
also, when I go into first person it just spins.
See if this forum can help.
ok wait lemme see rq
aaaaaaaaaaaaa
oh yeah uh
RightShoulder.C0 = RightShoulder.C0.Position + CFrame.Angles(Camera.CFrame.Rotation)
argument 3 missing or nil has happened
I don’t want to clone the arms, I want to use the arms.
yea no i made the mistake again, remove the “CFrame.Angles”
invalid argument. I’m messing with values to see If I can get it to work
I do wanna say though. I see what you are trying to do but when looking up in first person the tool comes very close to the screen
wait what
no like RightShoulder.C0 = RightShoulder.C0.Position + Camera.CFrame.Rotation
(also whats the specific error?)
that’s what I have
also I already have code that makes the arms face the same direction as the camera. I just need them to line up
I need the arms to be a bit more back
ok what is the code that you’re using rn?
also
RightShoulder.C0 = CFrame.new(RightShoulder.C0.Position) + Camera.CFrame.Rotation```
server side: (so everyone can see there are looking up)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ArmsEvent = ReplicatedStorage.ArmsEvent
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local RenderService = game:GetService("RunService")
local ToolMotor = Instance.new("Motor6D")
ToolMotor.Parent = character:WaitForChild("HumanoidRootPart")
local mousePosition = Vector3.new(0, 0, 0)
ArmsEvent.OnServerEvent:Connect(function(plr, position)
if plr == player then
mousePosition = position
end
end)
local RightShoulder, LeftShoulder, ToolGrip = character.UpperTorso:WaitForChild("RightShoulder"), character.UpperTorso:WaitForChild("LeftShoulder"), ToolMotor
RenderService.Heartbeat:Connect(function()
local X = -(math.asin((character.HumanoidRootPart.Position - mousePosition).unit.y))
local _, Y, Z = RightShoulder.C0:ToEulerAnglesXYZ()
local OldRightC0 = RightShoulder.C0
RightShoulder.C0 = CFrame.new(RightShoulder.C0.Position) * CFrame.Angles(X, Y, Z)
local Difference = OldRightC0.Position - RightShoulder.C0.Position
local _, Y, Z = ToolGrip.C0:ToEulerAnglesXYZ()
ToolGrip.C0 = CFrame.new(ToolGrip.C0.Position) * CFrame.Angles(X, Y, Z)
local _, Y, Z = LeftShoulder.C0:ToEulerAnglesXYZ()
LeftShoulder.C0 = CFrame.new(LeftShoulder.C0.Position) * CFrame.Angles(X, Y, Z)
end)
end)
end)
Am I just gonna have to use a view model?
did you try the new line of code I gave?
and also, can’t you just rip the arms off and use that as the viewmodel?
HOL UP:
I just realized I could disable the waist motor 6D. it still gives animation but doesn’t pull the character.
gg!
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Character = script.Parent
local Humanoid = Character:FindFirstChildWhichIsA("Humanoid")
local Camera = workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local Events = ReplicatedStorage.Events
local mouse = Player:GetMouse()
local UpperTorso = Character:FindFirstChild("UpperTorso")
local RightShoulder = Character:FindFirstChild("UpperTorso").RightShoulder
local Waist = Character:FindFirstChild("UpperTorso").Waist
Waist.Enabled = false
UpperTorso.CanCollide = false
RunService.RenderStepped:Connect(function()
if Waist:IsA("Motor6D") then
UpperTorso.CFrame = Camera.CFrame
end
for i, part in pairs(Character:GetChildren())do
if string.match(part.Name, "Arm")or string.match(part.Name, "Hand") then
part.LocalTransparencyModifier = 0
end
end
end)
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