Hello,

I was wondering how you math.abs a CFrame.Y or any of the axis? This might sound like a stupid question but I really don’t know how to use the CFrame axis.

Hello,

I was wondering how you math.abs a CFrame.Y or any of the axis? This might sound like a stupid question but I really don’t know how to use the CFrame axis.

2 Likes

Assuming you want to get the absolute value for each of the CFrame’s positional components, doing the following should be sufficient (this would also work if you want to round up each value):

```
local oldCFrame = --Whatever CFrame you have and want to adjust
local origin = oldCFrame.Position --The position component of the CFrame
local absX = math.abs(origin.X) --We take the absolute of each individual component
local absY = math.abs(origin.Y)
local absZ = math.abs(origin.Z)
local newCFrame = CFrame.new(Vector3.new(absX,absY,absZ)) * oldCFrame.Orientation
--First we create a new CFrame without any rotation (0,0,0), then add the orientation onto it
```

Hope this helps!

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In order to access the X, Y and Z components of the CFrame intuitively, you have to access its position vector via `cframe.Position`

. So if your CFrame is in a variable called `cf`

, you would access its Y component via `cf.Position.Y`

. You can then use `math.abs`

as normal: `math.abs(cf.Position.Y)`

.

Technically, you can also access the coordinates via the matrix elements, but using the Vector3 is more intuitive.

1 Like