Hello, I'm a scripter.
I've been using sine operations to animate in all my scripts lately. If you're someone who doesn't know what sine is, it's basically a wave operation that can be used to create animations like this one below.
https://gyazo.com/03f90e00370ccc97b0e3dda87ca2e349
Here's my sample code. Using the c-lerp method, which is a little more dependable than the lerp function, I can create animations that have no choppy effects.
RH.C0 = clerp(RH.C0,CFrame.new(1,-1,0) * CFrame.Angles(math.rad(0),math.rad(90),math.rad(0)),.1)
LH.C0 = clerp(LH.C0,CFrame.new(-1,-1,0) * CFrame.Angles(math.rad(0),math.rad(-90),math.rad(0)),.1)
RootJoint.C0 = clerp(RootJoint.C0,RootCFrame * CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),.1)
Torso.Neck.C0 = clerp(Torso.Neck.C0,NeckMotor6DCFrame_1 * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),.1)
RW.C0 = clerp(RW.C0,CFrame.new(1.5,.5,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),.1)
LW.C0 = clerp(LW.C0,CFrame.new(-1.5,.5,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0)),.1)
Now down to my question, is it possible to animate easier using this operation? I am not planning to use the Roblox animator, either way, that animator would not be able to transfer keyframes into wave values.
I appreciate all answers, if you think you have a possible lead to my question, please respond to this question, thank you.

1 comment
Keep in mind, I'm playing around with joints (Motor6D specifically), there's only a good amount of code I can write before I begin to experience lag.