How to offset the camera's orientation without breaking normal camera movement (Solved)

(I have MOSTLY solved this and already posted it somewhere else, Incase your one of those people who tried to do this kinda stuff for a while, it is possible, but I hate maths now, I made a gravity simulation with a working camera)

  1. What do you want to achieve? Keep it simple and clear!
    I want to be able to offset the camera’s orientation. More specifically I want there to be a value parented to the camera which rotates the camera off its axis while still being controlled sort of like normal. I don’t really have a good way of describing exactly what I mean, but, I made a script sorta do what I mean

I want a camera to be editable like that while still having basic camera controls

  1. What is the issue?
    I can’t get the camera having an orientation offset while keeping camera controls non-buggy way, I’ve probably tried on and off around 20 times to try to make it work but I don’t know enough about how the camera script works for it to work properly. (I can do CFrames, just editing the camera script is the main problem)

  2. What solutions have you tried so far?
    I’ve looked throughout devforum to try to see if someone has done something similar but they all either didn’t work or didn’t get answered. here is my failed attempt that was the closest to working

If you have any topics that I missed that answer this question link them.

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The humanoid of the player has a property called CameraOffset, it might do the job.

That affects position, not orientation so it wouldn’t work for what I’m trying to do

A basic example of camera rotation.
So we gonna use: CurrentCamera, CFrame and math.rad

local camera = workspace.CurrentCamera
local x,y,z = 0,3,0 -- The xyz for the rotation
camera.CFrame = camera.CFrame * CFrame.Angles(math.rad(x),math.rad(y),math.rad(z))