Hi! So recently I managed to do / or at least try to do custom camera stuff. It works fine but even tho I used lerp ( with deltatime so it syncs with user FPS ) in my renderstepped thingy it's kinda still jittery a little bit.
Is that something that can be fixed or just that's how it is? I also tried to search up internet but yeah didn't found anything that solves it fully.
#Need smol help with my custom camera stuff
1 messages · Page 1 of 1 (latest)
i cant watch the video and i thought u said deltarune
but what do you mean exactly?
Yeah gotta record a shorter clip showing the issue hold up 
Here you go
i still cant watch videos
duuh
my video graphics card are at an all time low
😂 ✌️
moontuneee
fellow script helper
🥹
How do you update your camera? You don't have to give exact code, but like sum it up
whats the video about
2 steps ahead, can't promise I'll be useful
it shows a little jitter every so often when moving around. It's slight but noticable.
like the camera jumps different amounts
ohh sooo just a "Realistic Camera Movement"
like a handheld camera type movement?
No like camera movement ain't smooth, but he want smooth
Yeaa its a mess so not exactly sure how to sum it up 
Kinda first time that I managed to touch custom camera stuff tbf
What's smoothedPos?
Yea i don't exactly know why I did it like that but its just global variable thingy
But like what is it for? It's calculated outside of the RenderStepped so I want to make sure it isn't an issue
Nope it isn't
And its also not the CheeseLib.getSettings("cam_smoothing") thingy since it just does FindFirstChilld for the number value and returns it so yea i dont think that yeilds stuff and without it its the same
why is Distance a value?
Thats for scroll zoom
its a value because uh - honestly idk I was planning to just make it easily changeable by other scripts or something. But i dont think it affects stuff anyway tho
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I'm looking at this part, because I think the camera movement isn't smooth, and smoothedPos is being used directly (but stored in a different variable?)
I think maybe if you enabled things one by one (perhaps making each section of code more clear with its purpose, like this part calculates tilt, this one yaw, this one lateral movement) you could see where it's coming from
So if it's just lateral movement, you'd only have that to focus on and make it smooth
Upon further testing aka removing some stuff and replacing it and see if that works when using no lerps for the lookPos it is not jittery at all. So yeah smoothedPos = smoothedPos:Lerp(targetPos, 1 - math.exp(-smoothingSpeed * deltaTime)) this is definitely causing this as i suspected before - nothing kinda else
Changing RenderStepped to Stepped fixed the issue a little bit
yep that was it lol
sometimes it seems that it still has some hiccups but it may be just studio doing its things

