Hi, I just wanted to ask you if you can tell me why the code doesn’t work as desired because I want to learn when to use and how to use CoordinateFrames. My problem is that when I run this code (this is just a test code btw): workspace.Part.CFrame = CFrame.Angles(math.rad(45), math.rad(45), 0) ,
I want it only to rotate and not to go to the origin. I don’t understand. I just used CFrame.Angles() to rotate and not CFrame.new(0,0,0).
I have no idea what is going on there and what math.rad() is and what CFrame generally is, I have only watched TheDevKings and AlvinBlox’s tutorials but these are probably outdated since they’re four years old
And what if I want to do it with a model? Should I use PrimaryPartCFrame? Because when I do Model.CFrame it doesn’t work anymore
And by the way: The orientation script didn’t even work:
For the second question, yes, you have to get the Model PrimaryPart to move a model CFrame, but before doing that u have to make sure the model has a primary part. One way to move a model can be PivotTo().
Ok thanks but can someone explain what CFrame is or link an updated tutorial? I still appreciate your answer but I don’t quite understand why I have to multiply it?
CFrame.Angles is for rotation value in a CFrame, and CFrame.new is for the position value. You cannot just use CFrame.Angles, since you didn’t define a position. To have a rotation and a position, you can use
local YourPositionVariable = workspace.Part.CFrame
YourPositionVariable * CFrame.Angles(math.rad(45), math.rad(45), 0)
Ok, we’ll just accept it haha. And roblox wants me to write at least ## characters and for some reason they don’t want me to write the count of characters
A CFrame value contains both an object’s positional and rotational values, so by doing obj.CFrame = CFrame.Angles(...) you override an object’s both positional and rotational value and replace them with only a rotational value. Hence the positional value is assumed to be zero.