How to rotate camera WITHOUT changing it's position

As the title suggests I want to be able to rotate the camera but at the same time not change its position. Just like how you change the humanoid.CameraOffset.

So the question is can you change the rotation of a camera using humanoid.CameraOffset. and if not then how would I do this?

Thank you.

Like this?

workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(angle)

Or do you mean orbiting around the player, or something else?

Changing the CFrame is changing its position. If I were to do this the camera would no longer follow my character.

My goal is to make it when the player falls the camera goes down a bit and comes back up to make the impact more realistic.

If the CameraType is set to custom (and probably others) it will still follow the character.
I ran this code and it moved the camera around the character:

wait(10)
workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(0, math.rad(90), 0)

You might be able to do this:

local function moveCamDown()
	game.TweenService:Create(workspace.CurrentCamera, TweenInfo.new(0.1), {CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(workspace.CurrentCamera.CFrame.Rotation.X - math.rad(5), workspace.CurrentCamera.CFrame.Rotation.Y, workspace.CurrentCamera.CFrame.Rotation.Z)}):Play()
	wait(0.15)
	game.TweenService:Create(workspace.CurrentCamera, TweenInfo.new(0.1), {CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(workspace.CurrentCamera.CFrame.Rotation.X + math.rad(5), workspace.CurrentCamera.CFrame.Rotation.Y, workspace.CurrentCamera.CFrame.Rotation.Z)}):Play()
end

I change my camera type to custom using this code:

local function cameraUpAndDown()
	local cam = workspace.CurrentCamera
	local ogCFrame = cam.CFrame
	
	cam.CameraType = Enum.CameraType.Custom
	
	tweenService:Create(cam,TweenInfo.new(.2),{CFrame = cam.CFrame*CFrame.Angles(math.rad(-5),0,0)}):Play()
	task.wait(.5)
	tweenService:Create(cam,TweenInfo.new(.3),{CFrame = ogCFrame}):Play()
end

but the character can still leave and it’s kinda choppy

Camera.CFrame *= CFrame.fromOrientation(X, Y, Z)
Bare in mind the ‘X’, Y’ and ‘Z’ axis angles need to be provided in Radians.