
Hey all!
IMPORTANT
So I have this FPS shooter i made, that uses a standard gun animations(e.g. Idle, Reload, Shoot, etc.)
Now this is used for third person. I handle the first person with replicating all character movements (In my case only the arms and gun) to the viewmodel by simply copying the M6Ds’ Transforms from the character to the viewmodel. This is how its done.
-- Apply Shoulder Transformations to ViewModel
VM.Torso["Left Shoulder"]["Transform"] = leftShoulder.Transform
VM.Torso["Right Shoulder"]["Transform"] = RightShoulder.Transform
DICTIONARY
- “VM” stands for Viewmodel
- “leftShoulder” and “rightShoulder” are just the character’s m6ds (NOT THE VIEWMODEL)
Ok i wont go into much detail on how it attach the GUN to the viewmodel, since i dont think it will be important
Enough on that
So This is my issue currently:
My system features first person ADS (Aim Down Sights).
I handle the in a standard way using this piece of code here
aimPos = aimPos:Lerp(
SManager.currentTool.AimPart.CFrame:ToObjectSpace(VM.Head.CFrame * offset:Inverse()),
.3 * DT * 60
)
DICTIONARY
- “VM” stands for Viewmodel
- “offset” is just a cframe value i use for any modifications made that might mess up the ADS - ignore it
- “DT” - deltaTime
Once the aimPos is calculated, i simply apply it to the viewmodel via a RenderStepped loop - the standard way of making viewmodels
Nice, it works perfectly fine. UNTIL NOW!!!
See, i also want the player to look like they are aiming when they are in third person. This can EASLY be achieved by just playing an aiming animations. This is how it works in game:
Nice, it works great, but lets take a look at first person 
THE VIDEO QUALITY IS REALLY POOR. IN GAME - NEAR THE END OF THE AIMING THE GLITCHING IS LIKE 3X TIMES MORE INTENSE
As you can CLEARLY see, the lerping and aim animation for third person are overlapping, which is causing issues such as flickering(not noticable when recording), and an exaggerated movement at the end of the Aiming
Now here are potential solutions that you MIGHT or might not recommend, that wont work:
- “Why don’t you just only play the animation when in third person”
Well i could, but if i stop the aiming animation track, other players around me wont be able to see me aiming
- “Why don’t you just exclude this animation track from the viewmodel”
A great idea, but it sadly wont work cuz my system, as i showed above, “hardcodes” the movements aka it doesnt replicate the animation tracks, instead it directly replicates the character’s M6Ds’ C0s and C1s to the viewmodel (too many Ss lol)
Final words.
I don’t even believe if this bug - especially in my specific case has a fix, but as always ANY help is appreciated, thx a lot for reading through this textbomb, and have a nice days!!!