-180 is front, -90 is left, 90 is right. What I’m trying to do, as shown in the video, is to look at the part’s left. But what happens is, it goes around to look at the direction.
All you have to do is make the original Orientation.Z also set to 180 (flip it), and the Goals2 should be 0, -90, 180. Not sure why the EasingDirection is not changing it.
Orientation = CameraPart.Orientation + Vector3.new(0, 90, 0)
This code adds the current orientation of the part with a new Vector3 and what your code does it sets the orientation to exactly -90
So basically, before turning, we turn to -180 degrees, I changed it to 180, it turns around like the inital problem, but when we turn -90 degrees, it turns the right way. So, I just made it to turn to -180, then auto change it (without a Tween) to 180. Then it turns -90 degrees the right way.
Enum.EasingDirection has no correlation to which way the tween turns. It instead determines if the Enum.EasingStyle will apply at the start (in), end (out) or both start and end (inout) of the tween.