the camera is being multiplied of a parts rotation and is running in a renderstepped
local x, y, z = CameraPart.CFrame:ToOrientation()
Camera.CFrame *= CFrame.Angles(x, y, z)
but since its multiplying, its not follwoing the parts rotation accuraretly, it keeps multiplying getting higher causing the rotation to be offset and exgarreted
is there anyway make it follow the rotation without it being exgarreted and offset?
i tried this but it didnt work