Linear transition from 1 vector3 value to another

Hello, I have my characters camera and i want to make the camera go to another Vector3 value but i want there to be a transition. How would i do this?

You will first need to set the Camera Type to Enum.CameraType.Scriptable and then you will need to use TweenService to tween your camera to your required Position, and while creating the Tween you can set your Easing Style, time etc. Then you just Play the Tween.

i need my camera scriptable because its for a 3rd person camera that is locked and when the player presses e or q then the camera shifts to the other side of them

Sorry my bad, I meant Enum.CameraType.Scriptable.

TweenService is probably the easiest way to do it.

local camera = workspace.CurrentCamera
local tweenService = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Linear) -- 1 is time; you can change EasingStyle if you want 

tweenService:Create(camera, tweenInfo, {CFrame = CFrame.new(--[[Vector3 to go to]])}):Play()

And also set camera type to Scriptable like @WaterJamesPlough said.

Im kind of stuck with the animation because i either get the error:
image

or:
image

My settings for the camera

UserInputService.InputChanged:Connect(function(inputObject, busy)
    if busy then
        return
    end
    
    if inputObject.UserInputType.Name == "MouseMovement" then
        local delta = inputObject.Delta
        xAng = math.clamp(xAng - delta.y*sensitivity*math.pi/180, minAngle*math.pi/180, maxAngle*math.pi/180)
        yAng = (yAng - delta.x*sensitivity*math.pi/180)%(2*math.pi)
    end
end)

RunService.RenderStepped:Connect(function()
    local character = PlayerService.LocalPlayer.Character
    if not character then
        return
    end
    
    local rootPart = character:FindFirstChild("HumanoidRootPart")
    if not rootPart then
        return
    end
    
    if lockMouse then UserInputService.MouseBehavior = "LockCenter" else end
    local cameraCFrame = CFrame.new(0, 1.5, 0)
        *CFrame.Angles(0, yAng, 0)
	    *CFrame.Angles(xAng, 0, 0)
        *CFrame.new(offset)
        + rootPart.CFrame.p
	   	currentCamera.CFrame = cameraCFrame

Which line is line 56? I can’t tell very well but my best guess is offset is a CFrame. It’s hard to tell though without the line numbers.

You could try tweening a part’s CFrame.
For the player’s camera, you can make it so everytime the part’s Position is changed, the camera’s point of interest changes to the current part’s position.

I tried this myself in a place of mine, and the result is pretty smooth.

local partProperties = {}
partProperties.CFrame = CFrame.new(0, 0, 0)

local Tween = tweenservice:Create(campart,TweeningInformation,partProperties)

Tween:Play()
campart:GetPropertyChangedSignal("CFrame"):connect(function()

Camera.CFrame = campart.CFrame

end)

Or you can, y’know, tween the Camera’s Subject, that will do the same.

Line 56 is the line of code that you suggested

the issue is that the camera is being sent to the current camera under the workspace and if i press the button multiple times then it starts to lag.