Why to work out lookvector using VectorToWordSpace always require negative 1 on the z plane
For example:
Yes look vector would be equal to negative 1 on the z axis because its facing the opposite of the z axis. So to get it using VectorToWorldSpace it would be
What it basically does is add the rotations of the cframe and vector together
Say you have a part tilted 45 degrees upwards and put its cframe into that function, then you plug in vector3.new(0,1,0) (which has a rotation of 90 degrees up)
The thing it returns to you would be a vector at 90+45, or 135 degrees
This would result in a vector like:
(-0.707,0.707,0)
It has values in both the x and y directions because you rotated the vector 45 degrees into the x axis