we wait until the camera has moved a small way from the last time we updated it before running the checks again. On top of that, we “smear” the update over several frames, by making
AnimationGroup A group of weighted tracks that can be played back with weighted probability. The closest example to this is the idle animation that looks around at a 1:10 ratio when you're standing still in default Roblox animation script. npm i @quenty/animationgroup docs source changelog np...
runBlastVisuals(rigModel.PrimaryPart.TipAttachment, blastData, animations.blastAnimation) runCooldownBarEffect(cooldownBar) end) -- Bind the rig to the camera if it exists RunService.RenderStepped:Connect(function() if rigModel then -- Update to rig's CFrame relative to the ...
runBlastVisuals(rigModel.PrimaryPart.TipAttachment, blastData, animations.blastAnimation) runCooldownBarEffect(cooldownBar) end) -- Bind the rig to the camera if it exists RunService.RenderStepped:Connect(function() if rigModel then -- Update to rig's CFrame relative to the camera'...
runBlastVisuals(rigModel.PrimaryPart.TipAttachment, blastData, animations.blastAnimation) runCooldownBarEffect(cooldownBar) end) -- Bind the rig to the camera if it exists RunService.RenderStepped:Connect(function() if rigModel then -- Update to rig's CFrame relative to the cam...
runBlastVisuals(rigModel.PrimaryPart.TipAttachment, blastData, animations.blastAnimation) runCooldownBarEffect(cooldownBar) end) -- Bind the rig to the camera if it exists RunService.RenderStepped:Connect(function() if rigModel then -- Update to rig's CFrame relative to the cam...