Help with placement system rotation

I am currently working on modifying a placement system from a tutorial. I can not figure out how to change the degree of the rotation (currently set on 90). In the rotation function, I found math.pi/2 which I am aware equals 90 degrees. However, after trying to change this to math.pi/4 to get my desired effect the model did rotate 45 degrees but bounced around (view this link). Below is the function that rotates the model. Any help or suggestions would be much appreciated.

local function render()
	if (resting) then
		return
	end
	
	if (INTERPOLATION) then
		local delta = 1/60
		
		springVelocity = (springVelocity + (currentPosition - springPosition)) * INTERPOLATION_DAMP * 60 * delta
		springPosition = springPosition + springVelocity
		
		local extentsX, extentsZ = translate(currentExtentsX, currentExtentsZ, cr)
		
		local vx, vz = 9 * springVelocity:Dot(currentXAxis)/abs(extentsX), 9 * springVelocity:Dot(currentZAxis)/abs(extentsZ)
		local r
		
		if (not floatEqual(tweenGoalRotation, cr * math.pi/2)) then
			tweenStartRotation = tweenCurrentRotation
			tweenGoalRotation = cr * math.pi/2
			tweenAlpha = 0
		end
				
		if (tweenAlpha < 1) then
			tweenAlpha = min(1, tweenAlpha + delta/ROTATION_SPEED)
			tweenCurrentRotation = angleLerp(tweenStartRotation, tweenGoalRotation, 1 - (1 - tweenAlpha)^2)
			r = tweenCurrentRotation
		else
			r = cr * math.pi/2
		end
		
		
		local effectAngle = CFrame.Angles(math.sqrt(math.abs(vz/100)) * math.sign(vz), 0, math.sqrt(math.abs(vx/100)) * math.sign(vx))
		
		local rotationCFrame = currentAxis * effectAngle * CFrame.Angles(0, r, 0)
		local centerCFrame = rotationCFrame + springPosition
		
		for i = 1, #currentObjects do
			local object = currentObjects[i]
						
			local x, z = object.px, object.pz			
			
			object.model:SetPrimaryPartCFrame(centerCFrame * CFrame.Angles(0, object.r * math.pi/2, 0) + rotationCFrame * Vector3.new(x, object.sy/2, z))
		end		
		
		if (springVelocity.magnitude < .01 and tweenAlpha >= 1) then
			resting = true
		end
	else
		local rotationCFrame = currentAxis * CFrame.Angles(0, cr * math.pi/2, 0)		
		
		for i = 1, #currentObjects do
			local object = currentObjects[i]
			local x, z = object.px, object.pz
			
			object.model:SetPrimaryPartCFrame(rotationCFrame * CFrame.Angles(0, object.r * math.pi/2, 0) + rotationCFrame * Vector3.new(x, object.sy/2, z) + currentPosition)
		end
		
		resting = true
	end
end
1 Like

hey can you link me the video for this, I’ve been trying to make a system like this for so long.

Not a video, used this module: How to use my Placement Module V3 - #52 by Whincify