Cframe look at

I even tried CFrame.LookAt but the same result came out. Im not sure what the issue could be. Help is greatly apriciated ^^ thank you for your time . SubtotalAnt8185 (SubtotalAnt8185) March 19, 2023, 7:33pm #2. You should use CFrame.lookAt, CFrame.new(Vector3, Vector3) is deprecated. It needs to be ...

Cframe look at. CFrame.lookAt(Vector3 pos, Vector3 target, Vector3 upvector = 0,1,0) This constructor should not be considered deprecated or written as deprecated in the documentation until this happens because this causes unnecessary confusion and encourages developers to bloat their code with a slower helper function they may never …

Also, CFrame.lookAt is pretty simple. You simply need an origin, where the position of the CFrame is, and a lookAt, a positional Vector3 | Roblox Creator Documentation that is the position that you want to look at. CFrame.new(position, lookAtPosition) 1 Like.

Nov 20, 2022 · Add CFrame.Angle (math.rad (90), 0, 0), if the direction is still not correct, change math.rad to the other axis until it rotates correctly, also try with -90. bullet.CFrame = CFrame.lookAt (bullet.Position, po) * CFrame.Angle (math.rad (90), 0, 0) This is not having any effect on it. Well, here's a snippet of the current camera code, I haven't touched it. local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.lookVector if self.rotateInput.x ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z)I have a script that makes an npc face a player before playing an animation. I use CFrame.LookAt() to change his direction, but for some reason, the code causes the dummy to teleport into the void under the map. local pos = CFrame.lookAt(character.PrimaryPart.Position,Vector3.new(attacked.Character.PrimaryPart.Position.X,character.PrimaryPart.Position.Y,attacked.Character.PrimaryPart.Position ...CFrame. This property is the CFrame of the Camera and definies its position and orientation in the 3D world. Some transformations, such as the rotation of the head when using VR devices are not reflected in this property. For this reason, developers should use Camera:GetRenderCFrame () to obtain the 'true' CFrame of the camera. Controls how quickly the constraint reaches its goal. Higher values cause the attachment (s) to align more rapidly. boolean. Whether torque is dependent on other properties, or if the physics solver reacts as quickly as possible to complete the alignment. The direction of the goal's axis, represented as a unit Vector3.So, I want to make player's camera look at a part (in first person, the camera connect to neck) with tweenservice. Here is my code: <details><summary>Script</summary>local TweenService = game:GetService("TweenService") script.Parent.ProximityPrompt.Triggered:Connect(function(player) local character = player.Character or player.CharacterAdded:Wait() local hrp = character:WaitForChild ...Nov 20, 2022 · Add CFrame.Angle (math.rad (90), 0, 0), if the direction is still not correct, change math.rad to the other axis until it rotates correctly, also try with -90. bullet.CFrame = CFrame.lookAt (bullet.Position, po) * CFrame.Angle (math.rad (90), 0, 0) This is not having any effect on it. May 3, 2020 · RunService.RenderStepped:Connect (function () if AimingAtPart then local newCFrame = CFrame.new (Camera.CFrame.Position, AimingAtPart.Position) Camera.CFrame = Camera.CFrame:Lerp (newCFrame, .05) end end) Edit: That’s a LocalScript btw. I am making a alarm system where instead of using buttons, I want to make the players camera to switch to a ...

Position doesn’t work well for character parts so use CFrame.Position, So I would do it like this:. local function lookAt(Character, Target) --assume chr is a character and target is a brick to look towards if Character.PrimaryPart then --just make sure the character's HRP has loaded local chrPos = Character.PrimaryPart.CFrame.Position --get …1 Answer. A humanoid's root part is just a regular Part, and all Parts have a CFrame that represents their position and orientation in 3d world space. All CFrames have a LookVector that points in their forward direction. If you are adding a belt to a Character model, I would recommend using a part within the model and using its CFrame as a ...local mouse = game:GetService ("Players").LocalPlayer:GetMouse () local part = --Your part here while task.wait () do part.CFrame = CFrame.lookAt (part.Position,mouse.Hit) end. This makes the part look at the mouse's hit. victoroblox_H22 (victoroblox_H22) August 22, 2022, 10:28pm #3. Doesnt work, and btw it is the primary part of a mesh if ...So in ROBLOX, all BaseParts have a property named CFrame which represents the Position and Orientation of that BasePart.. Now if you wanna find the where the character is looking, we could check the direction the character's Head is facing by utilizing its CFrame.(since we can't get the CFrame of a model).To do this, we can …Dec 11, 2022 · delinquenst (furore) December 11, 2022, 7:52pm #2. to make a model always face a certain position, you can use the CFrame property of the model and the CFrame.lookAt method. The CFrame.lookAt method takes a position as an argument and returns a CFrame that points towards that position. Here is an example of how you could use this method to make ...

1 Like bigfart_mp4 (bigfart_mp4) November 20, 2022, 11:21pm #2 FroDev1002: bullet.CFrame = CFrame.lookAt (poPart.Position) change this line and see if it's fixed. bullet.CFrame = CFrame.lookAt (CFrame.new (poPart.Position)) FroDev1002 (FroDev) November 20, 2022, 11:23pm #3 Same things still happening. It needs a Vecter3 not a cframefunction lookAt (target, eye) local forwardVector = (eye - target).Unit local upVector = Vector3.new (0, 1, 0) -- You have to remember the right hand rule or google search to get this right local rightVector = forwardVector:Cross (upVector) local upVector2 = rightVector:Cross (forwardVector) return CFrame.fromMatrix (eye, rightVector, upVe...game:GetService("RunService").Heartbeat:Connect(function() local x, y, z = cam.CFrame:ToOrientation() char:PivotTo(CFrame.new(Sphere.Position, Vector3.new(x, y, z))) end) I made a script which should be moving the character to another object's position (Sphere.Position) and it should make the character face wherever the camera is facing It moves the character to the proper position, but it ...A Roblox CFrame represents its rotational space through its look, right, and back vectors. In terms of quaternions, these vectors represent the 3 orthogonal axes …This example only works with R15. If you don't want the players to see this, then create a model of the gun from the client's side and stick it on the camera. local Camera = workspace.CurrentCamera local Player = game.Players.LocalPlayer local Character = workspace:WaitForChild (Player.Name) local Root = Character:WaitForChild ...

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First, make sure when you using math.rad (radius) when using CFrame.Angles (). Math.rad is basically a function that takes the a number and makes it to an angle. Using this, when you do something like. part.CFrame = part.CFrame * CFrame.Angles () you can change the angle of the part by doing.The problem is I don't know how to get the direction the player is facing. You can position it in front of the player using the lookVector of the player: part.Position = playerHRP.Position + playerHRP.CFrame.LookVector * STUDS_DISTANCE. Your gonna have to specify what you mean by playerHRP. It could be the player your talking about, the ...Hello! I have been working on a game, and one of the npcs wields a gun that… fires (woohoo) However, since i made him, he sucks at aiming. I want to make him not as terrible as aiming by making his head and arms look at player one ONE axis, kind of like what the scavs do in decaying winter (top down axis, i forgot what it was called) …1. What you are doing is correct, but at the time the look-at component is initialized, the camera is not yet on the scene. Try creating a component, which will wait until the scene is loaded, this.el.sceneEl.addEventListener ("loaded", (e)=> {.... or at least for window.onload.

i have a checkpoint script that spawns the player facing the part's frame, it works fine but the camera is facing the other direction, the game is in first person so the character faces the camera too ;-; how would i fix it?Your code snippet suggests that you’re trying to adjust the camera.CFrame to look at a specific position while considering the orientation of the root object. However, it seems there might be an issue with how you’re calculating the rotation.My problem is that my pet doesn't forward in the direction of its owner I've searched and experimented for a few hours, using CFrame to make it LookAt wherever the player looks at "works" but it causes my pet to glitch and stutter because of the loop in my code Align Orientation was working fine, but when I switched pets it does not face forward and look where my character looks (It ...CFrame.lookAt(Vector3 pos, Vector3 target, Vector3 upvector = 0,1,0) This constructor should not be considered deprecated or written as deprecated in the documentation until this happens because this causes unnecessary confusion and encourages developers to bloat their code with a slower helper function they may never …At high pitch angles (around 82 degrees), you may experience numerical instability. If this is an issue, or if you require a different up vector, it's recommended you use CFrame.fromMatrix instead to more accurately construct the CFrame. Additionally, if lookAt is directly above pos (pitch angle of 90 degrees) the up vector switches to the X ...So I want a constructor that makes a CFrame given a position and a look direction. This way I can do something way less cringe: CFA = CFrame.lookIn (PA, DA) F (CFrame.lookIn (PB, DB)) T = { CF = CFrame.lookIn (PC, DC) } Which won't require me to make new variables to construct a CFrame when I already know the position and direction I want to ...local current = camera.CFrame local goal = CFrame.new(CameraCFrame.p,CameraFocus.p) camera.CFrame = current:lerp(goal, 0.5) There are better ways of doing this imo (using scripted springs) but this works well enough and simulates the same thing that springs would accomplish.A CFrame is a 4x3 matrix with components corresponding to the Part's Position and Orientation. When you get or set a Part's Position property, it is just reading and writing to that specific section of the CFrame's values. Let's look at some example CFrames : Example. CFrame Components. A Part located at (0, 0, 0) with no rotation.If you only want the tool to rotate in the hand and not the character as well you might have to separate the parts that rotate from the handle via a different constraint that isn’t a weld like a motor6d or something and change the constraints CFrame so it won’t effect the character and glitch, Or you can change the hands wrist motor6d ...Jul 2, 2020 · Anyways I was able to do this. 1366×728 366 KB. (the decal is on the back side of the part) So I first made the part look at the baseplate via workspace.Part.CFrame = CFrame.new (workspace.Part.Position, workspace.Baseplate.Position). Then I rotated it 180 degrees so the back faces where the front would have been. I'm assuming this is a Script.Instead of defining plr in your way, create a PlayerAdded event with CharacterAdded instead - it's likely that the player turned out nil.You'd also want assure Object is directed correctly.. I'd advise establishing a Character:WaitForChild("HumanoidRootPart") if the issue persists.The following code is SUPPOSED to transfer the cframe lookat into the align orientations primary axis. local T = game.Workspace.Target local C = game.Workspace.Rig while wait () do local OrientationCFrame = CFrame.lookAt (C.Torso.Position,T.Torso.Position) local X,Y,Z = OrientationCFrame:ToOrientation () …

Locking camera to a part. You can change the CameraSubject via a localscript. Like this. Use a renderstepped function to position the camera's cframe every frame. local cam = workspace.CurrentCamera local runservice = game:GetService ("RunService") local part = workspace.Part -- change this to whatever ur part is runservice.RenderStepped ...

May 25, 2020 · --remember it's X, Y, Z (since Z is optional we don't need to use the look vector) return CFrame.fromMatrix(position, rightVector, upVector) Now we can actually use this: taylor.CFrame = getCFrame(taylor.Position, swift.Position) --turn taylor to face swift! Here is the entire code (uncommented): Expand/collapse Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.What do you want to achieve? I'm trying to make the part spawn infront of the player using LookVector. What is the issue? It doesn't spawn infront of the player, rather behind facing down, or infront facing down. Th…To give the user's view a 2D side-scrolling look, the camera needs to look directly at the side of the character. ... The camera has a CFrame property to determine its position. You can use CFrame.lookAt() to update the camera. It takes two positions and creates a CFrame located at the first position pointed towards the second.return CFrame.lookAt(hitPoint, hitPoint + lookDir, hitNormal) end. dragDetector:SetDragStyleFunction(followTheCursor) Custom Constraint Function. Drag detectors do not have built-in motion rules about grids and snapping, but you can register custom constraint functions to edit the detector's DragFrame before it is applied.So in ROBLOX, all BaseParts have a property named CFrame which represents the Position and Orientation of that BasePart.. Now if you wanna find the where the character is looking, we could check the direction the character's Head is facing by utilizing its CFrame.(since we can't get the CFrame of a model).To do this, we can …I want to make align a part with a wall when I hit the ray cast and Idk how here's what a script that just makes the person look at the wall and be on the wall but I don't know how to orientation the character if the player goes up and down. HRP.CFrame = CFrame.new(HRP.CFrame.p,Vector3.new(HRP.Position.X - Normal.x,HRP.Position.Y,HRP.Position.Z - Normal.z)) bodygyro.CFrame = CFrame.new(HRP ...This property is the CFrame of the Camera and definies its position and orientation in the 3D world. Some transformations, such as the rotation of the head when using VR devices are not reflected in this property. For this reason, developers should use Camera:GetRenderCFrame() to obtain the 'true' CFrame of the camera. How to set the camera's ... local Tween3 = TweenService:Create (script.Parent.PrimaryPart, ti, {Cframe = CFrame.lookAt (at, lookAt)}) The best option is to get angle beetween two vectors, and then tween it, use the vector:Angle () function you need to do this: A:Angle (B,Vector3.FromAxis (Enum.Axis.Y)) -- for example it gives the angle beetween two …

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wait (5) local cam = workspace.CurrentCamera local player = game.Players.LocalPlayer local FocusPart = game.Workspace.FocusPart cam.CameraType = "Fixed" cam.Focus = FocusPart.CFrame. This should be Scriptable, not Fixed. If you wanna look at the front surface, just use the CFrame property. When I make the type Scriptable the camera keeps ...Alright, so my problem is pretty basic. I want to make a part look away from a certain position using CFrame.lookAt on one line but I've forgotten how to and I can't find any material covering it. So far the code I'm using is below. local OriginalPosition = Part2.Position Part2.CFrame = CFrame.lookAt(Part1.Position,Part2.Position) Part2.Position = OriginalPosition As you can see, that ...Note that the DevHub has been updated since this topic was posted, and this function is no longer written as deprecated, however it is clear that the desire is to …Hello, I want the NPC head to not move the whole of the body with it, I've seen posts where it involves the neck joint but it results in the head rotating inverted or looking the opposite way. I have the simple CFrame.Lookat but it doesn't seem to function the way I planned. while true do local targetPlayer = getClosestPlayer() if targetPlayer then local playerpos = targetPlayer ...When making a CFrame using CFrame.new() the parameters are:. local cf = CFrame.new(origin, target) Which will create a CFrame positioned at the Vector3 origin looking towards the target at the Vector3 target.. Try changing CFrame.lookAt() to CFrame.new().This will be the easiest solution, if it works.I have found a pretty easy way to CFrame bricks. Open up ROBLOX studio, go to View > Output and View > Toolbars > Command. Now, select the brick in Workspace that you wish to CFrame. In the Command bar, place the following script: v = Game.Selection:Get () [1] v.CFrame = v.CFrame + Vector3.new (0, 0, 0) And enter it.part.CFrame = CFrame.new(position, lookAt) * CFrame.Angles(0, 0, math.rad(90)) I'm pretty sure you want to rotate around Z, but you should try all 3 positions to make sure. Go to point in time arrow_rightI am trying to tween the player to look at a part. It works, but its buggy. Here is a video of the issue: I am currently posting this from my phone. I will edit my post adding my code. EDIT: function turnCharacter(hrp,target) local angle = CFrame.new(hrp.Position,target.Position) local TS = game:GetService("TweenService") local info = TweenInfo.new(1) local goal = {} goal.CFrame = angle local ...Get the position of the character. Get the rotation of the camera (by using arc-tangent and camera's look-vector). Construct the new CFrame for the player using the position and rotation from steps 1 and 2. Apply the CFrame to the character's HumanoidRootPart. The following code is in a LocalScript and is placed under StarterCharacterScripts:Hello! I would like to know how to convert a LookVector / a Surface Normal to rotation. For example, a normal of (0, 1, 0) would equal to (0, 0, 90). Thanks !Controls how quickly the constraint reaches its goal. Higher values cause the attachment (s) to align more rapidly. boolean. Whether torque is dependent on other properties, or if the physics solver reacts as quickly as possible to complete the alignment. The direction of the goal's axis, represented as a unit Vector3.i already used lookat () and it does not orbit. its meant to orbit the players head while constantly looking at it. Try it now. I just edited it. It works fine for me. that doesnt look at the players face though, it looks at the back of his head. --//Services local Players = game:GetService ("Players") local RunService = game:GetService ... ….

Help with CFrameing the camera to look at the player - Roblox. Learn how to use CFrame, LookVector and CameraType to make the camera follow the player's head movement and orientation. Get answers from other Roblox developers and share your own tips and tricks.I tried and tried to convert the camera's look vector to orientation but was unable and couldn't figure it out. I even looked at fms but I couldn't understand them and they didn't really apply to my situation. ... (Cam.CFrame.Rotation:ToOrientation()) local DegreeOrientation = Vector3.new(math.deg(RadianOrientation.X),math.deg ...The camera has a CFrame property to determine its position. You can use CFrame.lookAt() to update the camera. It takes two positions and creates a CFrame located at the first position pointed towards the second. Use CFrame.lookAt() to create a CFrame that is positioned at cameraPosition and pointed toward rootPosition. Hello. I'm trying to recreate the camera in the game Foxhole (If you haven't heard of it search it up, it's pretty cool). Anyways I'm trying to create the function to rotate the camera. All my current tries of adding CFrame.Angles(0,math.deg(45),0) to the new CFrame coordinate just makes the camera glitch. Anything to help would be appreciated. My code local Plr = game.Players ...The function's limit is 1 ≥ x ≥ 0. In simple terms, lerp is used to get a point between two other points. For example say we had part1 and part2, we can position apart halfway between them using this. local Part1 = -- local Part2 = -- local Part3 = Instance.new ("Part", workspace) Part3.CFrame = Part1.CFrame:Lerp (Part2.CFrame,0.5) The ...I've tried to use BodyGyro. I not really sure I m even trying it right. I have tryed putting my script into the part, and into starter player. player = game.Players.LeugoKez character = player.Character hmndrootpart = character:FindFirstChild ("HumanoidRootPart") workspace.Spot.BodyGyro.CFrame = workspace.Spot.CFrame while true do workspace ...Used to hold a CFrame value. Fired whenever the CFrameValue.Value of the CFrameValue is changed. It will run with the new value being stored in the argument object, instead of a string representing the property being changed. This event, like other changed events, can be used to track when an CFrameValue changes and to track the different ... 1. What you are doing is correct, but at the time the look-at component is initialized, the camera is not yet on the scene. Try creating a component, which will wait until the scene is loaded, this.el.sceneEl.addEventListener ("loaded", (e)=> {.... or at least for window.onload.I want to make align a part with a wall when I hit the ray cast and Idk how here’s what a script that just makes the person look at the wall and be on the wall but I don’t know how to orientation the character if the player goes up and down. HRP.CFrame = CFrame.new(HRP.CFrame.p,Vector3.new(HRP.Position.X - … Cframe look at, #Cowwy #RobloxStudio #RobloxAPIBeginnerIn this video, I am going to teach you what a CFrame is, how to use it, and why you need to use know it.🏡 Roblox Stud..., Get the max look distance you want to, then just use lookvector (it gives you the direction of a cframe in .unit), so if you multiply look vector by a distance, you should get the relative position to the cframe's position. XX_XXFRIED (shaquille_oatmeal) November 29, 2021, 4:45pm #7. From my understanding, whenever the LMB is clicked a ray is ..., Join my Discord Server and talk to me! https://discord.gg/5kTK7DuTIMESTAMPS:0:00 - Intro1:10 - Initializing HeadMovement Script2:20 - Observing Neck Motor6D ..., You can remove the Y component of the position you want it to look at, and replace it with the CFrame's own Y. LookAt = Vector3.new ( LookAt.X, CurrentPosition.Y, LookAt.Z ) Part.CFrame = CFrame.lookAt (CurrentPosition, LookAt) Tried it. Results didn't go well, unfortunately., local Hit = SelectedPart.CFrame + (SelectedPart.Velocity * DaHoodSettings.Prediction) CurrentCamera.CFrame = CFrame.lookAt (CurrentCamera.CFrame.Position, Hit.Position) end. end) Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set …, math.pi/2 represents 90 degrees. If the lookvector turned in the wrong direction, move the 'math.pi/2' to another position in the CFrame.Angles value. If the lookvector turned the opposite direction to your likings, put a subtraction sign (-) in front of the 'math.pi/2' like so: (Part.CFrame * CFrame.Angles (-math.pi/2, 0, 0)).LookVector., The function's limit is 1 ≥ x ≥ 0. In simple terms, lerp is used to get a point between two other points. For example say we had part1 and part2, we can position apart halfway between them using this. local Part1 = -- local Part2 = -- local Part3 = Instance.new ("Part", workspace) Part3.CFrame = Part1.CFrame:Lerp (Part2.CFrame,0.5) The ..., I am making an NPC dialogue system, and after the end of conversation, I want to tween the camera back to the position it was in relative to the player. When I start dialogue, I save the camera offset stuff relative to the head, and toggle the camera to scriptable. When it's finished, I set the camera's CFrame to the saved CFrame, and set the camera back to Custom. However, the CFrame I ..., Get the max look distance you want to, then just use lookvector (it gives you the direction of a cframe in .unit), so if you multiply look vector by a distance, you should get the relative position to the cframe's position. XX_XXFRIED (shaquille_oatmeal) November 29, 2021, 4:45pm #7. From my understanding, whenever the LMB is clicked a ray is ..., {"payload":{"allShortcutsEnabled":false,"fileTree":{"":{"items":[{"name":"Mine Scripts Hub [\"Da Hood\"]","path":"Mine Scripts Hub [\"Da Hood\"]","contentType":"file ..., Here is a random video, Making NPC look at player - Roblox Studio NPC Tutorial [READ THE DESCRIPTION OR THE PINNED COMMENT] This video makes the NPC look at you only when you are close. ONLY ON R15 so if you are using R6 you're gonna have to change the script a bit. Make sure you NPC is named Dummy. 1 Like., 1 Answer. A humanoid's root part is just a regular Part, and all Parts have a CFrame that represents their position and orientation in 3d world space. All CFrames have a LookVector that points in their forward direction. If you are adding a belt to a Character model, I would recommend using a part within the model and using its CFrame as a ..., DrKittyWaffles (andrew) October 10, 2021, 9:23pm #2. General solution is to use Camera::WorldToScreenPoint, which returns whether a point in space is visible on the player's camera. Just check if the head / some bounding box around the NPC is visible, and if it is, then don't move. If the game is first person only, you also have the option ..., If you want to lerp CFrame.lookAt () use the method shown by @woot3. If you only want to lerp position or direction you can do this: local function lerp (a, b, c) return a + (b - a) * c end local cfr = -- path to your CFrame local pos = Vector3.new (0, 5, 0) local target_dir = Vector3.new (0, 10, 0) cfr = CFrame.new (pos, lerp (Vector3.new ..., I have an arm that's coming out of a wall, and I want it to keep looking at the player, if I just use CFrame.lookAt the arm will clip through the wall: I'd like to limit it to an angle, basically give it a cone that it cannot exceed, i've tried clamping the angles but I never got a clean enough result. How can I achieve this?, Problem with look vector. Help and Feedback Scripting Support. GoTiges8 (UncleSam) July 3, 2023, 7:49am #1. Hey, So pretty much I am having a problem with the direction of the camera after my players does a rolling animation. The camera will move back to the spot it started in before the animation. I want the camera to be in the middle of the ..., In this Roblox Studio tutorial, we'll be learning how to use CFrames in Roblox!This tutorial is a great way to learn how to use simple CFrames in Roblox, and..., CFrames, or Coordinate Frames, are a data type that you can use to rotate and position objects in the 3D space. Engine GuidesTutorialsReferenceResourcesArtDesign Learn the basics Platform Overview Creation Overview Create Your First Experience Coding Fundamentals Create Roblox Studio Projects Assets 3D Workspace Scripting Environment Characters, p.CFrame = lookAt (position, origin)*CFrame.new (0, 0, -distance/2) It is explained there. Basically, without that offset, the part would be in the middle. You want its back face to be at the origin. The part would be positioned right where the origin is. Now, that post was using the old raycasting API., Very simple question, I just need to know how I can rotate the cframe (of the camera) without changing the camera's position. Using cframe.angles() like on the Cframes documentation (CFrames | Documentation - Roblox Creator Hub) just resets the cframe position then rotates it. Please help!, Hello, the title may be confusing for many. I am trying to make a effect with bezier curves but I have a problem with the rotation part. I am trying to make the part front instead of sideways. But for some reason, it alw…, local Tween3 = TweenService:Create (script.Parent.PrimaryPart, ti, {Cframe = CFrame.lookAt (at, lookAt)}) The best option is to get angle beetween two vectors, and then tween it, use the vector:Angle () function you need to do this: A:Angle (B,Vector3.FromAxis (Enum.Axis.Y)) -- for example it gives the angle beetween two …, Feedekaiser (Feedekaiser) February 9, 2021, 7:02pm #7. BodyVelocity attempts to maintain a velocity. If you are trying to create a bullet drop, you have to change the velocity on a loop. rottendogDkR (rottendogDkR) February 9, 2021, 7:31pm #8. How would vector force work since I tried using it but it did not work: VectorForce not going towards ..., Teams. Q&A for work. Connect and share knowledge within a single location that is structured and easy to search. Learn more about Teams, PS: If you have a specific direction you want your player to look at and not an angle, you’re gonna want to make a transparent part, set its position at the direction you want, and reference it in the script. Then you’re gonna replace CFrame.Angles() with LookPart.CFrame.Position. Here’s what it looks like:, Before CFrame.lookAt was released there was CFrame.fromMatrix which is basically the same but showcases the math that needs to be done. And you are right based on your description of getting the direction. The range of -1 to 1 is due to the direction vector being unitized such that the length of the vector is equal to one., I am making an NPC dialogue system, and after the end of conversation, I want to tween the camera back to the position it was in relative to the player. When I start dialogue, I save the camera offset stuff relative to the head, and toggle the camera to scriptable. When it's finished, I set the camera's CFrame to the saved CFrame, and set the camera back to Custom. However, the CFrame I ..., The CFrame.PointToObjectSpace() method is used to transform a Vector3 from World Space to Object Space. It is useful for game development with Roblox, as it allows developers to move objects in a 3D environment. To use this method, you need to pass a Vector3 as an argument. This Vector3 can represent a point in the World Space that you need to ..., -- Set the CFrame of the camera (Position, lookAt). -- Position is a Vector3 value that decides where your camera will be at. I first set the base position then add the offset in the front direction of the primary part, then I multiply it by however much is needed. -- lookAt is a Vector3 value that has your camera look at the Vector3 position., CFrames, or Coordinate Frames, are a data type that you can use to rotate and position objects in the 3D space. Engine GuidesTutorialsReferenceResourcesArtDesign Learn the basics Platform Overview Creation Overview Create Your First Experience Coding Fundamentals Create Roblox Studio Projects Assets 3D Workspace Scripting Environment Characters , HumanoidRootPart LookVector acting strangely. Probably doing something stupid since I just woke up and immediately starting coding, but this code is supposed to teleport the player and make the effects in the direction of HumanoidRootPart.CFrame.LookVector in the first teleport of the sequence. For some reason it sometimes works, sometimes ..., So here is the code: local prt = Instance.new('Part',game.Workspace) prt.Color = Color3.new(248, 248, 248) prt.Size = Vector3.new(0.167, 5, 5) prt.Rotation = Vector3 ..., local Hit = SelectedPart.CFrame + (SelectedPart.Velocity * DaHoodSettings.Prediction) -- // Set the camera to face towards the Hit. CurrentCamera.CFrame = CFrame.lookAt (CurrentCamera.CFrame.Position, Hit.Position) end. end) Advertisement. Pastebin.com is the number one paste tool since 2002. …