How can I make tween stop going the long way around with rotation?

So basically I have this part here which I need to tween the rotation of (from 180 to -90), but instead of going the normal way (just turning straight left), it goes all the way around like a complete
buffoon. Is there a way to get around?
sss
ss

function tween3(part2,part1)
	script.Parent.TextButton3.MouseButton1Click:Connect(function()
		local krab = true

		camera.CameraType = Enum.CameraType.Scriptable

		local tween = TweenService:Create(part2, tweenInfo, {Orientation = Vector3.new(0, -90, 0)})
		tween:Play()
		repeat
			wait(.02)
			camera.CFrame = part2.CFrame
		until krab == false
		krab = false
	end)
end
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I recommend tweening the CFrame instead, as is it more reliable.

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It rotates the long way, because it goes from 180 to -90, which means it will turn 270°. To rotate them the short way, you want to replace the -90 with 270, so it goes from 180 up to 270, which means it’ll turn now 90°.

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Oooooh… Damn I feel dumb now. Thanks dude

Wait a minute, now it like uhh… Makes a spin to get there?

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Like
image

I’m afraid you’ll have to do manually rotate it as TweenService is not good for handling stuff like rotations. There’s no easy way to specify it to rotate clock-wise or counter clock-wise.
If you care for the explanation, it’s because that the property that describes how numbers are wrapped for rotation exists in a modular manner, i.e time in a 12-hour clock format, and TweenService is only really good for linear structures, say tweening a position of something to go somewhere else.