testing a little visualizer thing, this works as intended when divisor is a high value (first image), however with a low divisor (this means it'll be hitting it's maximum, or at least near maximum) the offset seems to freak out a little bit and go above where it should (second image). Any ideas why this happens/how I could try to fix it? Thanks!
elseif visType == "headstretch" then
local yScale = math.clamp(loudness / divisor + originalSizeHead.Y, originalSizeHead.Y, 5.564)
player.Character.Head.Mesh.Scale = Vector3.new(originalSizeHead.X, yScale, originalSizeHead.Z)
player.Character.Head.Mesh.Offset = Vector3.new(0, math.abs(math.clamp(loudness / divisor / 2, 0, 5.564)), 0)
First image, intended functionality
second image, unintended functionality
also, a couple notes:
5.564 is the highest I could find the head mesh scaling to (on the Y axis at least) before the texture starts to display improperly, that is why it's the maximum
I'm setting the offset in the first place to produce the illusion of the head only going up instead of both directions
EDIT: Alright well I'm a bit of an idiot. The maximum on the offset was 5.564, however the offset should only ever be ~half of that.
