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- repeat wait(1) until game.Players.LocalPlayer.Character
- camera = game.Workspace.CurrentCamera
- character = game.Players.LocalPlayer.Character
- Z = 1
- damping = character.Humanoid.WalkSpeed / 3
- PI = 3.1415926
- tick = 2
- running = false
- strafing = false
- character.Humanoid.Strafing:connect(function(bool)
- strafing = bool
- end)
- character.Humanoid.Jumping:connect(function()
- running = false
- end)
- character.Humanoid.Swimming:connect(function()
- running = false
- end)
- character.Humanoid.Running:connect(function(speed)
- if speed > 0.1 then
- running = true
- else
- running = false
- end
- end)
- function mix(par1, par2, factor)
- return par2 + (par1 - par2) * factor
- end
- while true do
- game:GetService("RunService").RenderStepped:wait()
- fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude
- if fps < 0.52 then
- Z = 1
- else
- Z = 1
- end
- if running == true and strafing == false then
- tick = tick + character.Humanoid.WalkSpeed / 92 --Calculate Bobbing speed.
- else
- if tick > 0 and tick < PI / 2 then
- tick = mix(tick, PI / 2, 0.9)
- end
- if tick > PI / 2 and tick < PI then
- tick = mix(tick, PI / 2, 0.9)
- end
- if tick > PI and tick < PI * 1.5 then
- tick = mix(tick, PI * 1.5, 0.9)
- end
- if tick > PI * 1.5 and tick < PI * 2 then
- tick = mix(tick, PI * 1.5, 0.9)
- end
- end
- if tick >= PI * 2 then
- tick = 0
- end
- camera.CoordinateFrame = camera.CoordinateFrame *
- CFrame.new(math.cos(tick) / damping, math.sin(tick * 2 ) / (damping * 2), x) *
- CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20)) --Set camera CFrame
- end
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