CFrame rotation functions are tethering physics objects to Position A

( skip to the TLDRs if you just want the problems )
This will take a moment to explain so bear with me here:
So I am trying to make this minecart system, basically puts players in minecarts and moves the minecarts around using LinearVelocity and BodyGyro, works pretty well from the early testing I’ve done on it.

The thing is though I’m trying to make the minecarts rotate towards set points along a railway so they’ll always face the right way and thus travel in a straight line without much issue, however, this proves to be much trickier than I thought because in order to use something like CFrame:Lerp() or CFrame.lookAt(), two position values are needed, the looking part’s position and the part-being-looked-at’s position.

The thing is though, I need to use CFrame in order to retain movement with the minecarts because of them using physics to move ( so I can do some extra physics-y things later ).

And here’s where the problem comes in:
The first position in any of the rotation-based CFrame operations will move the minecarts to that position as well as rotating towards the target, what’s problematic about this is that the minecarts need to NOT do that otherwise it’ll just tether them in place basically.

TLDR 1: any CFrame rotation function I try to use just ends up tethering a physics object in place


These circled parts here are used to give the minecarts positions to look at

This is what currently happens:


I say it’s tethered because it’s technically still able to move but it’s generally tied to one spot ( no, this doesn’t seem to have anything to do with the movement script of the minecart unfortunately ).

And this is sort of a mockup using the Move and Transform tools of how I’m somewhat wanting it to look:


Basically the minecart should look towards the part while still continuing forward with physics.
( granted it reaching the other side and turning back around wouldn’t look like that in actual application though )

TLDR 2: Ultimately, you have two parts, A and B, how do you make Part A look at Part B without changing the actual position of Part A, thus messing up Part A’s physics movements?

Edit: Oh, just incase if anyone was wondering, no, there are no errors in the output for anything related to this problem.

CFrame.lookAt has its first value as the location and its second argument specifies where it will look towards. Apply this knowledge to make PartA look at PartB while keeping the position of PartA:

local cf = CFrame.lookAt(PartA.Position, PartB.Position)

I don’t fully understand your objective (I did read everything), so it’s hard to resolve the issue.

that is the exact opposite of what I want to achieve though, I don’t want the position of Part A to be kept effectively, infact I want it to be ignored and for Part A to specifically look at Part B without realignment, as said realignment messes with the physics movements.

problem is I’m not even sure if something like that IS possible since Position A would HAVE to exist otherwise there would be no stationary point for Part A to use as a pivot point.

also sorry, my objective here is a little vague so I’ll rephrase it here:
I want to rotate an object to face another object while applying velocity to the first object for movement

I found an odd but functional workaround to this issue by using Humanoid:MoveTo() in order to make the minecarts face the rotation points, the speed of which also being just about what I wanted, so that’s a nice bonus. So yeah that’s that.

Edit: wait crap nevermind I just realized that Humanoid:MoveTo() is restricted to the Y axis.