One other easy way is to use Sin and Cos functions to slowly keep that "breathing-smooth-shaking-hands" movement when you stand still in a FPS game.
Increasing the processing angle by small factors so the motion is slow, and applying a kernel multiplier that stabilizes the strength of motion so that you'd get a nice slow motion. And change those variables when you start walking to stronger values.
Increasing the processing angle by small factors so the motion is slow, and applying a kernel multiplier that stabilizes the strength of motion so that you'd get a nice slow motion. And change those variables when you start walking to stronger values.
TurnEntity Arms,Sin(angle)*.05,Cos(angle)*.5,0 angle# = angle+.5 : If angle = 360 Then angle = 0