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Cframe look at - Are you using a custom first-person system? I tested the following code in an empty baseplate and it worked fine in

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Rotation between two vectors CFrame The first thing I want to talk about is calculating a CFrame that represents the shortest rotational path between two vectors. So given two unit vectors u and v can we calculate a CFrame that gives us the shortest rotational path b…. Using this trick I can align a parts lookvector to face towards a desired ...basically we get the orientation the cframe should be with the look at thing then we combine those matricies together *= is basically newBullet.CFrame = newBullet.CFrame * Look_At (params) #9. Thanks but it would not work it would just spawn somewhere else and not on the handle. rottendogDkR#10. Could anyone help since …What do I want to achieve? I want a part to face away from the camera despite the characters orientation. Eg. If i look at my characters face the part should be behind the character. Just as it is in this video: What is the issue? When the characters orientation is any other than 0,0,0 it offsets the part so that the part isnt facing away from …May 27, 2022 · Help and Feedback Scripting Support. scripting. Whincify (Whincify) May 27, 2022, 8:19pm #1. Currently, I am rotating bots to face and shoot at the player by setting the bots PrimaryPart CFrame and using CFrame.lookAt. While this works, it messes with the animations of the bot. I recently found a post that used a BodyGryo, however with that ... Best. • JcOnRblx • 3 yr. ago. I would recommend using renderstep instead of a while loop. This should replace your code that sets the cframe: part.Cframe = HumRoot.Cframe*Cframe.new (0,0,-5) 2. [deleted] • 3 yr. ago. Ok, thank you! Also yeah i'll switch to renderstep, the while loop was just to test the code for the time biend.You can remove the Y component of the position you want it to look at, and replace it with the CFrame's own Y. LookAt = Vector3.new ( LookAt.X, CurrentPosition.Y, LookAt.Z ) Part.CFrame = CFrame.lookAt (CurrentPosition, LookAt) Tried it. Results didn't go well, unfortunately.Tween the CFrame rather than just the orientation. CFrame.new takes two values, a vector and a lookAt.. Force them to look at your HumanoidRootPart or your head. Either should be fine. EDIT: Roblox allows you to use "lookAt" more efficiently using CFrame.lookAt, which allows you to do what CFrame.new previously accomplished, just better.The reason there's two HumanoidRootParts is so I can make the character face a certain direction without changing the direction the player is walking. So the character can look like it's facing left when it's walking forward. In the script the HumanoidRootPart that is within the body model is being rotated to face the direction of the Hinge.local Hit = SelectedPart.CFrame + (SelectedPart.Velocity * DaHoodSettings.Prediction) -- // Set the camera to face towards the Hit. CurrentCamera.CFrame = CFrame.lookAt (CurrentCamera.CFrame.Position, Hit.Position) end. end) Advertisement. Pastebin.com is the number one paste tool since 2002. …batteryday: X and Y axis of a CFrames rotation and set Z to 0. To get the rotation convert the CFrame into orientation. I'm assuming you are talking about orientation since you never specified the rotation type and not eulerangles XYZ. Local x,y,z = someCFrame:ToOrientation ( ) Then reconstruct the CFrame using. CFrame.fromOrientation (x,y,z) Or.what I'm trying to to do is rotate a CFrame correctly this means I cant use CFrame.Angles because it does not rotate a CFrame like orientation. an example of what It does that I don't want it to do is when I set CFrame.Angles to rotate to 50 on the X axis and 40 on the Y axis it does not just set the parts X Orientations to 50 and the parts Y orientations to 40 but it also changes the Z ...cf*CFrame.Angles(xangle,yangle,zangle) will rotate cf by XAngle, YAngle and ZAngle. You will probably need to convert to radians, so your code might end up looking like this if you want to rotate on the Y axis: part.CFrame = CFrame.new(Position,Direction)*CFrame.Angles(0,math.rad(90),0)i have a checkpoint script that spawns the player facing the part's frame, it works fine but the camera is facing the other direction, the game is in first person so the character faces the camera too ;-; how would i fix it?DisplayName is a property that determines the Humanoid's name display when visible. By default, a new Humanoid will have the value of an empty string. If DisplayName is an empty string, the humanoid's name display will default to the humanoid's parent's name property.. Player Character Loading When players load their character, either automatically or through the use of LoadCharacter(), the ...so, my goal is i want to get this horror model to constantly look at the player wherever the player moves. but, i have no idea how. i would tinker with "CFrames" but i do not know how to reference the player.Get the max look distance you want to, then just use lookvector (it gives you the direction of a cframe in .unit), so if you multiply look vector by a distance, you should get the relative position to the cframe's position. XX_XXFRIED (shaquille_oatmeal) November 29, 2021, 4:45pm #7. From my understanding, whenever the LMB is clicked a ray is ...Nov 8, 2022 · 1 Answer. In Roblox's documentation, Understanding CFrames, there's a section on rotating to face a point. Essentially, one of the CFrame constructors allows you to pass in two Vector3s. The first is the object's position, and the second is the point to look at. So just use the object's current position for the first value, and the target ... This video serves as a tutorial on how to manipulate position and orientations of parts, cameras, and attachments in Roblox Studio. This guide covers the maj...so im making a tower defense zombie game, and i want it so it turns at the node, not stare at node with its whole body. how do i fix this? script.Parent.HumanoidRootPart.CFrame = CFrame.lookAt(script.Parent.HumanoidRoot…This property is the CFrame of the Camera and definies its position and orientation in the 3D world.. Some transformations, such as the rotation of the head when using VR devices are not reflected in this property. For this reason, developers should use Camera:GetRenderCFrame() to obtain the 'true' CFrame of the camera.. How to set the camera's CFrameit should create a gear that i can then use to build mechanisms and stuff, but you see that the upper middle tooth is rotated incorrectly to all othersAs Serlite pointed out, LookAt () only faces the GameObject's trasnform.forward (which is desired to be (0, 0, 1) when the object is not rotated) towards the target passed as argument. To 'fix' this simply add an empty GameObject to your Hirarchy and set your AI object as its child. Now you can set a global rotation for your object (Rotate the ...local offset = Vector3.new () -- in your case, Vector3.new (0,0,5), or something like that Part.CFrame = root.CFrame*CFrame.new (offset) -- should offset while keeping rotations of root.CFrame. In this example, Part is the part you want to put in front of the player, root is the humanoidrootpart, and offset is the offset from the torso.The forward-direction component of the CFrame object's orientation. The negated form of ZVector: Vector3.new (-r02, -r12, -r22) Adding a CFrame object's CFrame.LookVector to …local forwardTemp = (nearestObj.Position - center.Position).Unit -- edit: forgot .Unit local up = center.CFrame.UpVector local right = forwardTemp:Cross(up) arrow.CFrame = CFrame.fromMatrix(center.Position, right, up) You may need to shuffle right/up around or rotate by 90 degrees depending on your setup.A CFrame, or coordinate frame, is a set of 12 numbers defining the position and orientation of a part. You will notice that the CFrame property of a part is not in the Properties window, but are replaced with Position and Orientation to make it easier to move and rotate a part. The CFrame Matrix [] We arrange the 12 numbers in a CFrame into a ...Dec 4, 2021 · For example, we translate along the x-axis by adding an offset to the current CFrame. This offset is a vector with how much to move in its x axis component. local offset = Vector3.new(5, 0, 0) -- translate on x axis by 5. Rotational movement modifies the orientation vectors within a CFrame. These vectors consist of the look, back, and right vector. Simply set the part's CFrame to something like this: camPart.CFrame = CFrame.new (camPart.Position, ***players character***.HumanoidRootPart.Position) First argument is the Cam's Position, while the 2nd argument with a Comma is the position for the target to LOOK at. I hope this helps.Hello. I'm trying to recreate the camera in the game Foxhole (If you haven't heard of it search it up, it's pretty cool). Anyways I'm trying to create the function to rotate the camera. All my current tries of adding CFrame.Angles(0,math.deg(45),0) to the new CFrame coordinate just makes the camera glitch. Anything to help would be appreciated. My code local Plr = game.Players ...Returns a Datatype.CFrame interpolated between itself and goal by the fraction alpha.The issue with your current implementation is that the CFrame.lookAt() function changes the orientation of the NPC immediately to face towards the target, which cancels the MoveTo() command that was issued before. One way to solve this is to separate the rotation and movement commands, and update them in each frame separately.part.CFrame = CFrame.new(position, lookAt) * CFrame.Angles(0, 0, math.rad(90)) I'm pretty sure you want to rotate around Z, but you should try all 3 positions to make sure. Go to point in time arrow_rightMake sure that it has enough force to rotate the character. You can use basic trigonometry to solve for the angle that your NPC needs to look. math.atan2 (dX,dZ) Where dX is difference in X axis and dX is difference in Z axis. you can apply a rotation to a CFrame using CFrame.Angles or CFrame.FromOrientation. You will need to convert to radians ...958 Share Save 60K views 2 years ago Roblox Scripting Do you want to make your parts look at an arbitrary point in space? Then this is the video for you! CFrame.lookAt () is a powerful CFrame...A CFrame object is used to position and orient 3D objects in Roblox Studio. The CFrame.lookAt constructor takes 3 arguments: at is the position of the CFrame. lookAt is the direction the CFrame will be looking. up is the up vector of the CFrame. The at argument is the position of the CFrame and is a Vector3 object.I made a special mesh and a meshpart and a target part stored in a replicatedstorage Each blocks will loop and face to each position of the target, code: local thing = game.ReplicatedStorage.Target:Clone () while wait () do thing.Parent = game.Workspace script.Parent.CFrame = CFrame.lookAt …Dec 31, 2020 · 958 Share Save 60K views 2 years ago Roblox Scripting Do you want to make your parts look at an arbitrary point in space? Then this is the video for you! CFrame.lookAt () is a powerful CFrame... Hey, Im trying to orient the player to face where ever the camera is facing, and this script should be working but I have no clue why, I also have it in a loop Note I only want it to orient on the X, Z axises Code: local camera = game.Workspace.CurrentCamera while using do BodyGyro.CFrame = …Problem with look vector. Help and Feedback Scripting Support. GoTiges8 (UncleSam) July 3, 2023, 7:49am #1. Hey, So pretty much I am having a problem with the direction of the camera after my players does a rolling animation. The camera will move back to the spot it started in before the animation. I want the camera to be in the middle of the ...Hello. I'm trying to recreate the camera in the game Foxhole (If you haven't heard of it search it up, it's pretty cool). Anyways I'm trying to create the function to rotate the camera. All my current tries of adding CFrame.Angles(0,math.deg(45),0) to the new CFrame coordinate just makes the camera glitch. Anything to help would be appreciated. My code local Plr = game.Players ...repeat wait() until game.Players.LocalPlayer.Character local p = game.Players.LocalPlayer local camera = workspace.CurrentCamera local part = nil -- the part you want to act as the camera camera.CameraType = Enum.CameraType.Scriptable camera.CFrame = part.CFrame + part.CFrame.LookVector To revert back to looking at the human:In this situation, the green represents the axis for the block and that front continues to look at the noob while only being able to look up and down (to adjust when the player jumps) rather then being able to turn left and right. ... local cameraAxis = CFrame.Angles(0, math.rad(45), 0) game:GetService("RunService").RenderStepped:Connect ...Dec 2, 2021 · batteryday: X and Y axis of a CFrames rotation and set Z to 0. To get the rotation convert the CFrame into orientation. I’m assuming you are talking about orientation since you never specified the rotation type and not eulerangles XYZ. Local x,y,z = someCFrame:ToOrientation ( ) Then reconstruct the CFrame using. CFrame.fromOrientation (x,y,z) Or. delinquenst (furore) December 11, 2022, 7:52pm #2. to make a model always face a certain position, you can use the CFrame property of the model and the CFrame.lookAt method. The CFrame.lookAt method takes a position as an argument and returns a CFrame that points towards that position. Here is an example of how you could use this method to make ...Also, CFrame.lookAt is pretty simple. You simply need an origin, where the position of the CFrame is, and a lookAt, a positional Vector3 | Roblox Creator Documentation that is the position that you want to look at. CFrame.new(position, lookAtPosition) 1 Like.Very simple question, I just need to know how I can rotate the cframe (of the camera) without changing the camera's position. Using cframe.angles() like on the Cframes documentation (CFrames | Documentation - Roblox Creator Hub) just resets the cframe position then rotates it. Please help!You can’t make a CFrame.LookVector to left or right, it can only go to the front direction. Instead, you may want to rotate the character to look at the mouse, then you only use LookVector to go towards the mouse. 3 Likes. kan3k1_60 (Caesar) November 26, 2021, 11:49pm #3. But the hook ...Roblox CFrame Look At, Up Vector, Look Vector (Roblox Studio Tutorial Beginners Series) (B005) - YouTube In this Roblox scripting scripts tutorial, you will learn how to use CFrame.new()...The wiki states what when using cframe.lookAt in order to orient a cframe to a specific point, that you may experience “numerical instabillity” once a pitch angle of 90 degrees is reached. Therefore, cframe.fromMatrix is recommended. I am currently experiencing issues relating to this, so I have been attempting to use cframe.fromMatrix …I have recently been using CFrames, but have been having trouble getting it to work properly. I'm using CFrame.lookAt, but I can't get the side of the the part in question to face the desired point(Its currently the front). here's the script: script.Parent.CFrame = CFrame.lookAt(Vector3.new(0,10,0),Vector3.new(0,0,0)) How can I get a different face to look at the specified point?Assuming you have a CFrame, you only need to add an angle to it. local yourCFrameValue = CFrame.lookAt (yourCFrameValue.Position, yourCFrameValue.LookVector, yourCFrameValue.UpVector) * CFrame.Angles (randomangle.X, randomangle.Y, randomangle.Z) “randomangle” is your random angle …How can I change a model's LookAt CFrame? - Roblox. If you are struggling with making a model face a certain direction or point, this forum post might help you. Learn from other developers' questions and solutions about using CFrame.lookat() and CFrame.new() functions in Roblox scripting. Join the discussion and share your own tips and tricks.CFrame has alot of built in functions and stuff to help make things that can be a little complicated. A good thing to know is that CFrames use radians for angles instead of degrees. Degrees can be easily turned into radians …I did attempt to make a plane, I made a parts CFrame look at the mouse position every frame (Renderstepped), I also added a VehicleSeat to the part and listened for player input when they hit the WASD keys to control a VectorForce moving the plane forward or backwards.. This didn't work at all, there was no bugs in my code, for some reason the part didn't lift off the ground, I think its ...A CFrame is a 4x3 matrix with components corresponding to the Part's Position and Orientation. When you get or set a Part's Position property, it is just reading and writing to that specific section of the CFrame's values. Let's look at some example CFrames : Example. CFrame Components. A Part located at (0, 0, 0) with no rotation.Please tell me how to do this. I have tried every single possibility under the sun. I cannot figure it out. I tried using this: Head.CFrame = Head.CFrame * CFrame.Angles(CFrame.new(Head.Position, LookAt.Position):ToEulerAnglesXYZ()) And this: Neck.C1 = baseC1 * CFrame.Angles(CFrame.new(baseC1.Position, LookAt.Position):ToEulerAnglesXYZ()) And last, but definitely least: Neck.C0 = CFrame.new ...Before CFrame.lookAt was released there was CFrame.fromMatrix which is basically the same but showcases the math that needs to be done. And you are right based on your description of getting the direction. The range of -1 to 1 is due to the direction vector being unitized such that the length of the vector is equal to one.1 Answer. Instead passing the whole object transform just pass on the parameters the other object x value and for the y and z use the currenct values. transform.LookAt (new Vector3 (otherObject.position.x, transform.position.y, transform.position.z)); I think this is a nice answer. You can see a thread about this question but on Y axis at Unity ...CFrame.LookAt() not working for mobile players, only for PC I'm guessing this is due to camera settings. Here is my code game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) while task.wait() do char.HumanoidRootPart.CFrame = CFrame.lookAt( char.HumanoidRootPart.CFrame.Position, Vector3.new( 0, player ...Ok I'll list out the things the code does, and you'll point out where you are confused at. First is the object space piece of code which converts the cameras look direction relative to the humanoid root part cframe very similar to the point to object space gif in this article though not exactly.; this is being doing to find the look vector of the camera relative to the humanoid root part:This property is the CFrame of the Camera and definies its position and orientation in the 3D world.. Some transformations, such as the rotation of the head when using VR devices are not reflected in this property. For this reason, developers should use Camera:GetRenderCFrame() to obtain the 'true' CFrame of the camera.. How to set the camera's CFrameJoin my Discord Server and talk to me! https://discord.gg/5kTK7DuTIMESTAMPS:0:00 - Intro1:10 - Initializing HeadMovement Script2:20 - Observing Neck Motor6D ...LookVector is a property of CFrames aka Coordinate Frames that represent the unit vector of the CFrame direction. If you'd like to construct your own CFrames with lookvectors, you can call CFrame.fromMatrix. Creates a CFrame from a translation and the columns of a rotation matrix. If vz is excluded, the third column is calculated as [vx:Cross ...Because it's wrong to think of your problem in terms of CFrame.new(at, lookAt) * rot.You don't need an "additional" rotation on top of the lookAt, "lookAt" is simply the wrong way to solve the problem in the first place.1 Answer. Instead passing the whole object transform just pass on the parameters the other object x value and for the y and z use the currenct values. transform.LookAt (new Vector3 (otherObject.position.x, transform.position.y, transform.position.z)); I think this is a nice answer. You can see a thread about this …Note: The CFrame constructor accepts quaternion components like so CFrame.new(0, 0, 0, X, Y, Z, W) Hopefully you can see how it's a blend of the two, not just one full 180 degree rotation and then the other piled on top of each other. I highly encourage for everyone to set something up like I have in the above gifs and play around.Is there any way I can convert a Vector3 Position to a CFrame one? If so please let me know. lua; roblox; Share. Improve this question. Follow asked Apr 14, 2022 at 10:12. NotM1guel NotM1guel. 29 1 1 silver badge 8 8 bronze badges. 1. You can always check the CFrame documentationI am Making a Teleportation script for a Speed Run type of game with Portals, and I'm trying to make a portal teleport the player to the other portal, once I get to the portal the script error's with new is not a valid member of CFrame. Please Help. Remove tele2. from tele2.CFrame.new on line 9. tele2.CFrame is a property (tele2's CFrame ...1 Reply. TheGamingYoshi01dev Game Designer. CentreWorks. Jan '22. Ok for the direction do. local LTween = TweenService:Create (left, TweenLInfo, {Position = CFrame.new (-left.PrimaryPart.CFrame.lookVector * 14 )}) Now for dragging the whole model you can: Make a union. Do the tween for each and every part.I'm making a plane template PBS stamper block and was wondering how I would make get the left of a look vector rear and right. sp=script.Parent bv=script.Parent.BodyVelocity io=script.Parent.IsOn bv.velocity = Vector3.new() bv.maxForce = Vector3.new(1e6,1e6,1e7) local vecset = Vector3.new() sp.ForwardThrust.SourceValueChanged:connect(function(val) if val==1 then io.Value = true vecset = sp ...local final = CFrame.new(part.Position,lookAt) * CFrame.Angles(math.pi/2,0,0) Thank you so much for the replies! It worked immediately and was very helpful. I obviously didn't understand any of the math you gave me but at least it works perfectly… Have a great day! \o/Jan 12, 2023 · local Tween3 = TweenService:Create (script.Parent.PrimaryPart, ti, {Cframe = CFrame.lookAt (at, lookAt)}) The best option is to get angle beetween two vectors, and then tween it, use the vector:Angle () function you need to do this: A:Angle (B,Vector3.FromAxis (Enum.Axis.Y)) -- for example it gives the angle beetween two positions in Y axis. So basically you create a target CFrame that uses the lookAt's X and Z, and you get to ignore the Y. Instead of 0 for the Y, you should probably get the part's current Y value. local constrainedLookAt = CFrame.fromMatrix (lookAt.Position, lookAt.XVector, AIRoot.CFrame.YVector)Also, CFrame.lookAt is pretty simple. You simply need an origin, where the position of the CFrame is, and a lookAt, a positional Vector3 | Roblox Creator Documentation that is the position that you want to look at. CFrame.new(position, lookAtPosition) 1 Like.A CFrame's lookVector is the forwards component of the rotation matrix, but the second argument to the CFrame constructor is the point in 3D space the CFrame should be rotated to look at.. So if you create a CFrame with CFrame.new(p1, p2), its lookVector will be (p2 - p1).unit.So those two values being different is to be expected.repeat wait() until game.Players.LocalPlayer.Character local p = game.Players.LocalPlayer local camera = workspace.CurrentCamera local part = nil -- the part you want to act as the camera camera.CameraType = Enum.CameraType.Scriptable camera.CFrame = part.CFrame + part.CFrame.LookVector To revert back to looking at the human:ClearlyVi. I'm a bit confused, but what you want is for the camera to tween to the perspective positions {CFrame = CFrame.lookAt (plrroom.CamPart.Position, hrp.Position)} and {CFrame = CFrame.new (hrp.Position + campos) * camrot} when switching between cameras? But when you switch camera types it would instantly teleport your camera.Let's learn how to use CFrames in Roblox Studio like a pro!The video includes everything about CFrames in Roblox Studio with Lua. There are several examples ...It's something you'll have to solve for manually based on what you're tweening. Basically, Speed = Distance / Time. If you want to solve for time, you'll be calculating Distance/Speed. In the case of tweening a part's position, if you have a starting point and a destination point both represented by Vector3s, you can subtract the ...I'm working on a "custom tool" and I want it to follow the mouse cursor. It still uses the Roblox Tool but I do not use the ToolGrip Weld, instead I use a Motor6D. In my tool, there's a part that holds all the other parts, named BodyAttach. It holds other part by using Motor6Ds. When player equips a tool, a torso Motor6D will connect between character's Torso and BodyAttach. Here's ...A CFrame's lookVector is the forwards component of the rotation matrix, but the second argument to the CFrame constructor is the point in 3D space the CFrame should be rotated to look at.. So if you create a CFrame with CFrame.new(p1, p2), its lookVector will be (p2 - p1).unit.So those two values being different is to be expected.MoveTo (TargetRootPart.Position + (TargetRootPart.CFrame.LookVector * 2)) If the player is looking away from the enemy the enemy will try to walk through them tho' but this should be plenty. It does work but the enemy just walks in front of them, and doesn't look towards them.local mouse = game:GetService ("Players").LocalPlayer:GetMouse () local part = --Your part here while task.wait () do part.CFrame = CFrame.lookAt (part.Position,mouse.Hit) end. This makes the part look at the mouse's hit. victoroblox_H22 (victoroblox_H22) August 22, 2022, 10:28pm #3. Doesnt work, and btw it is the primary part of a mesh if ...if you want to get the opposite direction of the same vector, just multiply it by -1. Lets say you have the vector (7,4,0), and lets say his direction goes to >. then , if you want to use the same vector but for opposite direction [ <] multiply your vector by -1, and you'll get the same vector - with an opposite direction. 3 Likes. horse ...The transform of the motor accepts a CFrame, meaning you can make a CFrame and point it at the desired position:-- Where pos is where we want to point, in this case our player's HumanoidRootPart's position CFrame.new(Vector3.new(0, 0, 0), Pos) To make this point properly and not at a weird angle, we need to apply the RotationOffset we made earlier.CFrame.LookAt() not working for mobile players, only for PC I'm guessing this is due to camera settings. Here is my code game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) while task.wait() do char.HumanoidRootPart.CFrame = CFrame.lookAt( char.HumanoidRootPart.CFrame.Position, Vector3.new( 0, player ...Uperscuzzi 7 2 Yes, there is probably a math equation you can use. – user253751 May 24, 2022 at 13:34 2 consider reading the Roblox documentation on …CFrame.Angles(x,y,z) can be read about in detail here, but in short, many CFrame constructors such as CFrame.Angles uses radians. This means when you enter a number such as 90 degrees, you need to convert it to radians using math.rad(90). ... You can set the cframe to look at the target normally for front surface, or rotate the angles ...I am making a beam move in my game and for the hitbox I need to get the CFrame between 2 positions so I can properly size the hitbox for the beam. ... cframe2.Position).Magintude/2 -- get halfway local cframe = CFrame.lookAt(cframe1.Position, cframe2.Position) -- look at cframe return cframe * CFrame.new(0,0, distance) -- add together and ...CFrame.lookAt () takes a current position and target position but I have a look vector I have the player to look at how do I do that. nicemike40 (nicemike40) June 4, 2022, 10:46pm #2. CFrame.lookAt (pos, pos + lookVector) or. local right = lookVector:Cross (Vector3.yAxis) local up = right:Cross (lookVector) CFrame.fromMatrix (pos, right, up ...Basically, I want to move a model only to the sides with LookAt(). It works perfec, Then you should change all negative numbers to positive. Forummer (Forummer) Feb, I even tried CFrame.LookAt but the same result came out. Im not , 958 Share Save 60K views 2 years ago Roblox Scripting, Trying to make a camera look at a part. Help and Feedback Scripting Support. zQ86 (zQ86) April , To get the target orientation of the missle I’m doing CFrame.lo, Basically, i need a Part that makes up a model look at the player, not the entire Model, kinda like a camera. Howeve, I found that disabling the player's controls of the ch, Hey, Im trying to orient the player to face where ever the ca, Here is another method, using CFrame rotation between two vectors , Hey, and thanks for reading in advance. I was followin, I tried and tried to convert the camera's look vector to orie, It will utilize this formula i made. V = B + ( (A + Of, Aug 2, 2021 · Position doesn’t work well for character parts so use , I have recently been using CFrames, but have been having trouble gett, It represents the most interesting vector, being the, How do I make the player's camera be facing the sam, This video serves as a tutorial on how to manipulate position .