So basically, I think i’m looking at this the wrong way and it probably can be solved very easily but, I’m trying to rotate a part based on the camera’s rotation. Which is very simple, but i’m having trouble rotating it with a custom position while still rotating based on the camera.
Here’s a simple version of the script:
local CustomVector = workspace.CustomVectorPart;
while wait() do
local rotation = workspace.CurrentCamera.CFrame - workspace.CurrentCamera.CFrame.p;--< Basically This Works Find If I Want To Reset The Position To The Worlds Origin
workspace.Part.CFrame = CFrame.new(CustomVector.p) * rotation--< The problem with this is since rotations position resets to 0,0,0 . Multiplying it will always set 0,0,0 to the position
end
Is there any possible way I could get the rotation vector separately? I’ve tried using CFrame.angles but rotation.X is just the same 0x Position, not the “lookAt” vector. I know this is probably stupid, but it’s starting to annoy now.