how so? I didn’t know we could move Camera posision manually? if you mean viewportCamera.CFrame’s values well it is kinda hard cause it moves the object too much even +0.01 makes object not visible
I would like to go a little bit off topic for this post, using viewportFrame to display weapon inside the frame is not the best way to show how cool your weapon looks (if you care about it though). According to the Engine API. Any shadows and lights will not be displayed inside the viewportFrame which will make your model looks more of like dark and bland.
What I would suggest instead is… If you have a little bit of knowledge on using Blender, you can model the weapon yourself, and use a camera and light in Blender to take a .png image and add it to the template using ImageLabel. (It is what I am doing)
OH wow that is really a good idea to make it! But welp I have 0 talent on design I mean really if someone would ever tried to teach me anything about design or how to use blender he/she would get hysterics lol
It is really simple, and of course, fun! Using Blender to model how your weapon looks is much fancier than using… you know… part and assemble them together. There are tons of YouTube videos guiding you step by step on how to model low poly stuff like weapons, assets or maps. For beginner, I recommend Imphenzia’s youtube channel. The starting point is rough, but I guarantee that it will worth your every single second.
To get it looking good, put your tool in workspace and angle your camera however you want on it. Then, Ctrl + C your camera (Copy it) and paste it into the viewport.
Then change the currentcamera of the viewport to the camera that is in the viewport.
After that, all you have to do is put the tool back into the viewport.
Sometimes there may be framing issues, so to get it just right, what I like to do is change the currentcamera of the viewport to your camera, however keep the tool in the viewport, and when it looks good copy your camera into the viewport.
(BTW “your camera” is the camera object in workspace which is always there. You can even try changing the camera in workspace’s FOV and it will change your actual camera’s FOV.)
The description of your topic is kinda vague, and I don’t really understand what you are trying to do. According to the title of your topic, it seems that you are trying to fit a model perfectly inside of a viewport frame.
There is a video made by sleitnick (aka crazyman32) that shows the math on how this could be accomplished.