Orientation is a Vector3 yes, but he shouldn’t use the part’s CFrame, he should get the Part’s position instead as it is a vector3. (Part.Position or Part.CFrame.Position)
beam.Orientation is the X Y Z rotation in degrees.
LookVector is a length-one vector pointing in the forward direction of the CFrame.
The reason nothing happens is because all the elements of the look vector are [-1, 1] so the most it can rotate each axis is like 1 degree, so it’s too small to see probably.
You can convert a LookVector to an untranslated CFrame by doing:
CFrame.lookAt(Vector3.zero, lookVector)
You can convert that CFrame to an orientation by using this code:
-- By @sleitnick:
local rx, ry, rz = cframe:ToOrientation()
local dx, dy, dz = math.deg(rx), math.deg(ry), math.deg(rz)
-- In vector3 format:
local orientation = Vector3.new(dx, dy, dz)
One question for answering this question is what orientation you’re trying to get there?
If you want to have beam point at the character, you can do that more simply like this:
local lookVector = character.HumanoidRootPart.CFrame.LookVector
-- Have the beam CFrame look in the direction of the HRP (but still keep the rough up direction)
beam.CFrame = CFrame.lookAt(beam.Position, beam.Position + lookVector, beam.CFrame.UpVector)
This doesn’t do anything that makes sense because the units are degrees/rotation and studs/length. Do you mean to have beam.Position instead of beam.Orientation?
Reply:
In the title it says beam is a Part. The OP also uses beam.CFrame without errors, so it’s probably a Part.
So we don’t need to be using the orientation property, as the CFrame arguments handle everything you need, the first argument is for the position of the beam and the second argument is where it will be pointing at (it determines the direction to point at)