Orientation will rotate the part relative to the world. In my case, I need to rotate the part relative to itself. That’s why I absolutely need to use CFrame, not orientation.
Use CFrame.lookVector. Essentially, it does the same thing your trying to do but has multiple use cases.
Theres also rightVector and UpVector. Which could act as your X, Y, and Z, axis’
You need to elaborate a bit more on what you’re trying to accomplish.
“orientation on X and Z axis” is unclear, because orientation is dependent on the order in which you apply axes rotations.
Is the following interpretation correct?
The LookVectors of part0 and part1 should be aligned when viewed from the top down, but part0 should have its CFrame.LookVector.Y == 0, ignoring the Y-component for part1's LookVector.
If not, please correct me with more details
Actually, that doesn’t even make total sense. You’ll need to elaborate.