So I have a table with the exact orientations I want the model to rotate to. However I’m not sure how to do this as using CFrame.Angles just rotates the model in a weird way. Here’s my code:
local clock = player.PlayerGui:WaitForChild("Countdown"):WaitForChild("ViewportFrame"):WaitForChild("WorldModel"):WaitForChild("Clock")
local pivot = clock.MinuteHand:GetPivot()
events.Countdown.OnClientEvent:Connect(function(number)
local minuteHandZones = {
CFrame.Angles(-0.161, -90.115,76.702),
CFrame.Angles(-0.161,-90.115, 70.653),
CFrame.Angles(-0.161, -90.115, 64.016),
CFrame.Angles(-0.161, -90.115, 57.656),
CFrame.Angles(-0.161, -90.115, 52.299),
CFrame.Angles(-0.161, -90.115, 45.82),
CFrame.Angles(-0.161, -90.115, 38.395),
CFrame.Angles(-0.161, -90.115, 31.078),
CFrame.Angles(-0.161, -90.115, 25.032),
CFrame.Angles(-0.161, -90.115, 18.78),
CFrame.Angles(-0.161, -90.115, 12.959),
CFrame.Angles(-0.161, -90.115, 5.182),
CFrame.Angles(-0.161, -90.115, 0.525),
CFrame.Angles(-0.161, -90.115, -4.705),
CFrame.Angles(-0.161, -90.115, -9.513),
CFrame.Angles(-0.161, -90.115, -15.519),
CFrame.Angles(-0.161, -90.115, -22.44),
CFrame.Angles(-0.161, -90.115, -29.519),
CFrame.Angles(-0.161, -90.115, -35.887),
CFrame.Angles(-0.161, -90.115, -42.157),
CFrame.Angles(-0.161, -90.115, -46.268),
CFrame.Angles(-0.161, -90.115, -54.963),
CFrame.Angles(-0.161, -90.115, -61.406),
CFrame.Angles(-0.161, -90.115, -67.615),
CFrame.Angles(-0.161, -90.115, -74.614),
CFrame.Angles(-0.161, -90.115, -78.517),
CFrame.Angles(-0.161, -90.115, -82.813),
CFrame.Angles(-0.161, -90.115, -87.547),
CFrame.Angles(-0.161, -90.115, -92.898),
CFrame.Angles(-0.161, -90.115, -99.393),
CFrame.Angles(-0.161, -90.115, -106.233),
CFrame.Angles(-0.161, -90.115, -111.454),
CFrame.Angles(-0.161, -90.115, -116.485),
CFrame.Angles(-0.161, -90.115, -123.233),
CFrame.Angles(-0.161, -90.115, -129.439),
CFrame.Angles(-0.161, -90.115, -135.642),
CFrame.Angles(-0.161, -90.115, -142.932),
CFrame.Angles(-0.161, -90.115, -148.513),
CFrame.Angles(-0.161, -90.115, -154.101),
CFrame.Angles(-0.161, -90.115, -161.342),
CFrame.Angles(-0.161, -90.115, -165.388),
CFrame.Angles(-0.161, -90.115, -173.385),
CFrame.Angles(-0.161, -90.115, -178.312),
CFrame.Angles(-0.161, -90.115, 174.476),
CFrame.Angles(-0.161, -90.115, 168.377),
CFrame.Angles(-0.161, -90.115, 161.589),
CFrame.Angles(-0.161, -90.115, 156.151),
CFrame.Angles(-0.161, -90.115, 151.738),
CFrame.Angles(-0.161, -90.115, 145.221),
CFrame.Angles(-0.161, -90.115, 140.416),
CFrame.Angles(-0.161, -90.115, 135.345),
CFrame.Angles(-0.161, -90.115, 127.664),
CFrame.Angles(-0.161, -90.115, 121.67),
CFrame.Angles(-0.161, -90.115, 115.975),
CFrame.Angles(-0.161, -90.115, 110.003),
CFrame.Angles(-0.161, -90.115, 106.124),
CFrame.Angles(-0.161, -90.115, 101.259),
CFrame.Angles(-0.161, -90.115, 97.564),
CFrame.Angles(-0.161, -90.115, 95.293),
CFrame.Angles(-0.161, -90.115, 90.65),
}
local minuteHandRotation = minuteHandZones[number]
if minuteHandRotation then
sounds.ClockTick:Play()
clock.MinuteHand:PivotTo(pivot * minuteHandRotation)
end
end)