I’m currently working on a small game that has a third person camera that the player cant rotate, instead being moved when the player reachs a checkpoint, currently the rotation is being done with orientation and when the value goes from lets say -179 to +180 it does a full spin in the opposite direction instead of just moving the 1 degree smoothly (see video)
Essentially in the video im going from -90 (270) degrees to 130
I would like a way to keep using the orientation style rotation values but be put to a CFrame where the angles can be above 180
There seems to be a problem with the code. That is not how it should rotate. Could you send me your current code.
Go into an empty Baseplate, paste the following code into the command bar. Enter whatever Orientation you want inside of the math.rad and observe the orientation of the spawnpoint change in properties, it (seems to be) working without issues. If you find an issue then let me know.
Ok ive reached the behaviour i was looking for, the solution was to use CFrame.fromOrientation(), i used it before but didnt know i had to use math.rad()