Getting Orientation From CFrame

Im trying to deal with the dumbest update ive seen in a while, cframe now uses lookvector as opposed to actual angles. Ive tried turning it into a orientation but its not going well. Any ideas on how to get a usable angle?

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Does CFrame.Rotation not work?

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That also returns lookvector
Im stuck in a loop of lookvectors, cos angles is now nil and anything else is all lookvector

And the only kind of reccomendations or posts ive look at so far are about using :Cross which still gives you a cframe, which will still be measured in lookvectors.

Im waiting for the update where size is measured in spoons in a direction, this update is terrible

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print(script.Parent.CFrame:ToOrientation())?

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The Same goes for axis angles, euler angles, world space, object space

yeah this works


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local X,Y,Z = script.Parent.CFrame:ToOrientation()

print(math.deg(X),math.deg(Y),math.deg(Z))
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( THE FIRST 3 NUMBERS ARE FROM THE ACTUAL POSITION AND THEN THE NEXT 3 NUMBERS ARE THE LOOKVECTOR DIRECTION THEN THE NEXT 3 NUMBERS AFTER THAT ARE THE RIGHTVECTOR DIRECTION AND THE LAST 3 NUMBERS AFTER THAT ARE THE UPVECTOR DIRECTION )

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Yep That done the trick, definatly some weird decisions by roblox to make it like this though.

Thanks a lot

CFrames are essentially rotation matrices with position information attached. I found that learning a bit of linear algebra makes them make a lot more sense, and they avoid the problems caused by Euler Angles.

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Ya btw Orientations and Rotations are completly different from eachother I dont really know how but Rotation has Something to do with directions and a Rotation Matrix or something and Orientation is just a Vector3 representation of like Euler Angles or something I think that Orientation is on like Euler Angles or something which means that you get like Gimble Lock or something IDK just use Orientation its way easier

Ill explain things for you, the old CFrame that im used to before this update used position, euler angles and lookvector. The changes essentially removed euler angles from the default CFrame leaving it with just position and lookvectors. They did however add a function to get the actual angles out of it but they havent updated the context on cframes api yet

so you mean that Before the Default was Orientation and not Rotation then?

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yea, it broke a bunch of stuff and ruined my current project as well, just needed something measured in a logical measurement

I think I might of had this issue a long time ago when making a First Person Shooter Framework like the viewmodel was acting weird or some idk it was a long time ago tho

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