#studio's camera doesnt match moon animator's one
206 messages · Page 1 of 1 (latest)
i mean
it kinda looks
like the camera is attached to the head
like always
and i dont really need that
couldnt that be the problem
at line 29
you could try applying the CFrame directly
This means the camera inherits the movement of the HumanoidRootPart.
If nf.Value already contains the camera position from Moon Animator then it should fix the issue.
So you could change it with Camera.CFrame = nf.Value
yh
this is the problem actually
so do you have the camera mode on scriptable?
it changes to scriptable when the animation starts
okk
i was follow some tutorial
and their script was like that
but it only setted the first frame for me
so i used some chat gpt
just try this
instead of line 29
ik after if nf then
put this in your script to verify
print("Moon Animator Frame:", nf.Value)
print("HumanoidRootPart:", Args.Character.HumanoidRootPart.CFrame)
the value of these 2
doesnt matter where i put
** You are now Level 4! **
?
might aswell just give u the file
del 12-15 and put this Args.Character.Humanoid.AutoRotate = false Camera.CameraType = Enum.CameraType.Scriptable
a
yh
just del one of these
okk
im pretty sure
we have to let it be Camera.CFrame = Args.Character.HumanoidRootPart.CFrame * nf.Value
a not just nf.Value
can you see if there's a option for exporting with the cframe pos
and what does that say to me
i mean here
** You are now Level 11! **
yh
and what does that say to u
``` add this
if this show's up that is equally as the nf.value that means the animation is not good
im pretty sure it rounds the values in properties
but if u take that into account the frames r the same
u mean why
and yk that roblox studio's camera is dif than the in game camera
so
nf is the pos of the anim
btw
and this gives multiplier of the camera
local nf = cf.Frames:FindFirstChild(tostring(math.ceil(ft)))
the same
** You are now Level 5! **
like this
starts the same, cam doesnt follow through tho
actually it used to be that
in the original script
from youtube
but it wouldnt follow the camera
want to see the original
once again
?
Camera.CFrame = workspace.CurrentCamera.CFrame:Inverse() * nf.Value
add this instead of this line
and how do we make the camera
start at the players location
i mean
initially
i used a camera rig
but i dont think theres a need of scripting a camera appearing and setting the frames to those of the camera
and it should be doable the way we follow atm
And why didn't you say that?
i mean
i just pressed
frame by frame
add cframe
so theres actually no difference
i used to do attachtopart thingy
it can be invisible
just to be there and its all
i mean yeah could do that
you can set the value of nf to the CFrame of the part
yeah i wanted to do so
And why didn't you say?
all i used the camera rig for
is to set up camera in moon the same way
it was in blender
lemme screenshot for urq
see
the normal camera from moon
can you make so the camera of the moon to have the exacly pos as a part?
yeah
i used that
to create all these cframes
cuz u cant export camera frames if camera only has attach to part and no frames
i mean
i would need to make an animation play on the camera then
and somehow making it pop up near the player
okk
so u can run an animation on it
so if the animation works then it should appear when the anim starts
or i could just attach it to the player
you can
but you need to disable cancolide all
we could try that
yup
and how exactly
do i weld it to the player
ig ill try do ask the supreme chat gpt
Yes
i would say
i lack the ability to create such script
ig thats enough of ur time
thanks for stopping by
yuh