Cframe look at

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 reference the character Head and then get the LookVector property of ...

Cframe look at. Apr 2, 2021 · Basically, I want to move a model only to the sides with LookAt(). It works perfectly, however, when I am at a higher ground, the turret faces up, so, how would I make it rotate only to the sides and disregard vertical positions? Here’s the current code: local lookAtPoint = CFrame.lookAt(Artillery.PrimaryPart.Position, Reticle.Position) local lerped = Artillery.PrimaryPart.CFrame:Lerp ...

If you are having trouble with understanding the CFrame part, note that I am simply using the format CFrame.new(position vector, look vector), with the position vector being where the CFrame is stationed and the look vector being a direction/position for the CFrame to orient towards.

Hi, I’ve found that CFrame.lookAt ()'s functionality seems to be very inconsistent within remote Events, and only works if you add a task.wait () or other form of delay. I want to understand why this is the case and if there is an alternative to using a delay. The following video is a demonstration of what happens without task.wait () This is ...Jan 23, 2022 · So basically you create a target CFrame that uses the lookAt’s X and Z, and you get to ignore the Y. Instead of 0 for the Y, you should probably get the part’s current Y value. local constrainedLookAt = CFrame.fromMatrix (lookAt.Position, lookAt.XVector, AIRoot.CFrame.YVector) 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. The feature request for CFrame.lookAt() is still relevant. According to DevHub documentation, this constructor was deprecated quietly somewhere within a year and a half ago AFAIK. ... Worst part is the arguments are in reverse so the look at position goes first then the origin of the cframe . and apparently according to this post it has edge ...What do I want to achieve? I want a part to face away from the camera despite the characters orientation. Eg. If i look at my characters face the part should be behind the character. Just as it is in this video: What is the issue? When the characters orientation is any other than 0,0,0 it offsets the part so that the part isnt facing away from …Dec 31, 2020 · 958 Share Save 60K views 2 years ago Roblox Scripting Do you want to make your parts look at an arbitrary point in space? Then this is the video for you! CFrame.lookAt () is a powerful CFrame... What is CFrame on Roblox? In this tutorial you’ll learn CFrame basics such as CFrame Angles and LookVector so that you can rotate and position not only objec...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 ...

local dummyhead = game.workspace.Dummy.Head -- change to what ever name relative to ur dummy. local cam = game.workspace.CurrentCamera. local runservice = game:GetService ("RunService") runservice.Renderstepped:Connect (function () --- you can change this to any function. dummyhead.Transparency = 1 cam.CFrame = dummyhead.CFrame.May 8, 2022 · Basically whenever you call CFrame.LookAt() you give it 2 Parameters. One is the position. It should be at. 2 is the Position to Look at. It Orients the Object for you so you don’t need to do it. Fun Fact: I suck at Orientation Myself . Also you can remove some stuff if you don’t need it above. I Hope this helps 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 ...Making my CFrame LookAt works as intended What is the issue? It doesn't What solutions have you tried so far? Any solutions Did you look for solutions on the Developer Hub? I haven't found so far After that, you should include more details if you have any.Virtually all modeling jobs that is targeted for commercial still images are considered print models. Just open any of magazine, and look at advertisement or ...Here is the code: local goal = {} goal.CFrame = CFrame.new(CameraCFrame.p,CameraFocus.p) local tweenInfo = TweenInfo.new(0.5) local tween = Tween... Developer Forum | Roblox When Tweening on RenderStepped there is a visible shake. Help and Feedback ... It looks to be more of an issue with you …

This is Raycasting script: This is set CFrame script: I tried adding CFrame.Angles (), but still can’t fix. 1 Like. Can't align part to normal of part (Raycast) 1 Like. image. It should also work on wedges unless there is some kind of snapping elsewhere in your code. Umm… it looks like another problem has appeared.BasePart is an abstract base class for in-world objects that render and are physically simulated while in the Workspace.There are several implementations of BasePart, the most common being Part and MeshPart.Others include WedgePart, SpawnLocation, and the singleton Terrain object. Generally, when documentation refers to a "part," most BasePart implementations will work and not just Part.The CFrame.new(pos: Vector3, lookAt: Vector3) constructor creates a new CFrame object. A CFrame object is a special type of object that stores the position and orientation of an object in 3D space. The constructor takes two arguments, a Vector3 representing the position of the object in 3D space, and a Vector3 representing the point the object should be facing.Hi Developers! Receently I have tried making an advanced sprinting system, which includes some really cool cinematic effects (which can be toggled as well!). I've come to a problem though. Most of the effects seem a little too "sharp" and instant. The camera is not smooth and creates this bad looking effect when jumping or moving in different directions fast. Please look at the example ...

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Use CFrame.lookAt to create a new CFrame located at startPosition and facing towards endPosition. Multiply this by a new CFrame with a Z axis value of half of negative laserDistance to get the midpoint. function LaserRenderer.createLaser (toolHandle, …Finally, you can use the TweenService to create a tween. Here is an example: local tween = game:GetService("TweenService"):Create(model, tweenInfo, {CFrame = cframe}) To start the tween, you can simply call the Play () method. Here is an example: tween:Play() And that's it! You have successfully tweened a model's CFrame in Roblox with Roblox Lua.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 () …If you dont want it to spin do it like this: local Offset = Root.CFrame * CFrame.new (0, 0, -2) * CFrame.Angles (math.rad (180), 0 0) Part.CFrame = Part.CFrame:Lerp (Offset, 0.8) 3rdhoan123 (FutureNoob) April 26, 2020, 6:18am #12. I might be sending the message across wrong but, I still want to keep it spinning however, I don't want it to ...

Jul 25, 2023 · Grab the Rotation that was given from CFrame.lookAt(), Lerp the Objects Position Towards the Target with the Orientation Applied to it.. Something like this: local lookAt = CFrame.lookAt(p0, p1) -- Return Direction local newPos = p0:Lerp(p1, alpha) -- Lerp Position (Vector3) obj.CFrame = CFrame.new(newPos) * lookAt.Rotation -- Applies CFrame with Position and Rotation Prototrode. use CFrame.lookAt to make the part orientate itself towards the player. From there, you can just move the part forward. part.CFrame = CFrame.lookAt (part.CFrame.p, player.Character.HumanoidRootPart.CFrame.p) part.CFrame = part.CFrame * CFrame.new (0, 0, -1) --negative z is forward. If you do not want the part to rotate and just want ...You can use the CFrame of the HumanoidRootPart to get the look vector. Although you can use the head to get it, the head sometimes animates so it might go in the wrong direction: local LookVector = Character.HumanoidRootPart.LookVector Part.Position = Character.Head.Position + LookVector * 5 -- Places a part 5 studs in front of the head.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) However, since i am a little baby, I dont know how to do ...Send that information to the server via Remote Event. Set everything on the server. This is a general idea of how I get mine working, I would just DM you the rewritten code, but I’m not on pc at the moment sorry. First step, create a “RemoteEvent” in “ReplicatedStorage” and name said event “BodyToMouseCFrameEvent.”.local final = CFrame.new(part.Position,lookAt) * CFrame.Angles(math.pi/2,0,0) Thank you so much for the replies! It worked immediately and was very helpful. I obviously didn't understand any of the math you gave me but at least it works perfectly… Have a great day! \o/local model = workspace.Model --Get your model --Make sure you set the PrimaryPart of the model (what you want the model to rotate around) local PrimaryPartCFrame = model:GetPrimaryPartCFrame () --Get the CFrame of the primary part local rotation = CFrame.Angles (math.rad (90),0,0) --Create a CFrame rotated 90 degrees on the x axis local ...Sep 5, 2020 · 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 ... No, unfortunately not. Either way, using CFrame.new still gives the same issue. CFrame.lookat is not deprecated according to the documentation. It seems to almost be a sort of “Rubber band-ing” type of network delay issue, where the player sees themselves move before the server sees it. That seems to be the issue.

Sep 5, 2020 · 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 ...

Ex. local PrimePart = YOUR_MODEL:FindFirstChild ('PART_YOU_ARE_MOVING') YOUR_MODEL.PrimaryPart = PrimePart YOUR_MODEL:SetPrimaryPartCFrame (CFrame.new (PrimePart.Position, TARGET_POSITION)) --This will make the part look at your target. As for the model following the player that can be done by looping this and offseting the parts position from ...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 ... So basically I’m a new developer, I wanted to make a showcase type game, and make it a bit more lively by adding in R6 NPCs. I wanted to have these NPCs rotate their own head to look at a Player’s …Join my Discord Server and talk to me! https://discord.gg/5kTK7DuTIMESTAMPS:0:00 - Intro1:10 - Initializing HeadMovement Script2:20 - Observing Neck Motor6D ...It is crucial to understand that a Camera object will have a CFrame property too, just like a BasePart object (such as Humanoid.RootPart).It is just as important to understand that if you are intending to change the Camera object at all, then you are required to use a LocalScript instead of a Script.This is because the Camera is local to the Player. ...Help and Feedback Scripting Support. Hyules (Hueless) June 18, 2022, 11:28pm #1. I've been working on a custom slope-sliding system for objects in my game. We know that CFrame.lookAt (), makes the object's lookVector face the desired point. However, I don't want the LookVector to face the desired point, I want the UpVector to instead.The issue here is that for the CFrame.new (Vector3: position, Vector3: lookAt) constructor, the second Vector3 is what the CFrame will point at in world-space and is not a direction vector, unless position is (0, 0, 0), the origin. To fix the issue, you must add NightguardPosition.Position to the where the mouse is pointing in the world since ...

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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. 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.Grab the Rotation that was given from CFrame.lookAt(), Lerp the Objects Position Towards the Target with the Orientation Applied to it.. Something like this: local lookAt = CFrame.lookAt(p0, p1) -- Return Direction local newPos = p0:Lerp(p1, alpha) -- Lerp Position (Vector3) obj.CFrame = CFrame.new(newPos) * lookAt.Rotation -- Applies CFrame with Position and Rotationcurrently i only have this function, it works fine but it only tweens the whole npc. i want only for it to be the head script.CFrame.Value = model.HumanoidRootPart.CFrame local function lookAtPlayer(target) local connection local tweenInfo = TweenInfo.new(1) local tween = TweenService:Create( script.CFrame, tweenInfo, {Value = CFrame.new(model.PrimaryPart.Position, Vector3.new(target.Position ...What your not understanding is that CFrame is Rotation and Position. Modifying CFrame values on the server is going to look choppy, you’re modifying something on the server that has to be replicated to the client. I understand and that’s why I made this post. I am trying to update its rotation but not its position.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 ...I trying to make the car look at something and move it at the same, how can I do that? Those are my current methods that change orientation and position. local direction = tweenservice:Create(car, TweenInfo.new(0.5, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { CFrame = CFrame.new(car.Position, p1.WorldPosition) }) …lekcja 5 PetsClient. , it unlocks many cool features! local playersFolder = workspace:WaitForChild ("Players") local function positionPets (character, playerFolder, deltaTime, sin, cos) local petsInRow = math.min (petCount - row * petsPerRow, petsPerRow)Best. • JcOnRblx • 3 yr. ago. I would recommend using renderstep instead of a while loop. This should replace your code that sets the cframe: part.Cframe = HumRoot.Cframe*Cframe.new (0,0,-5) 2. [deleted] • 3 yr. ago. Ok, thank you! Also yeah i'll switch to renderstep, the while loop was just to test the code for the time biend.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.Basically, i need a Part that makes up a model look at the player, not the entire Model, kinda like a camera. However this "camera" is being shipped and the parts are being held together by WeldConstraints, so i can't use things like anchored or CFrame (the model is moving). as shown here, Part 0 moves while the other parts remain in their respective position.I trying to make the car look at something and move it at the same, how can I do that? Those are my current methods that change orientation and position. local direction = tweenservice:Create(car, TweenInfo.new(0.5, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { CFrame = CFrame.new(car.Position, p1.WorldPosition) }) local move = tweenservice:Create(car, TweenInfo.new(speed, Enum ... ….

You can also use CFrame.RightVector and CFrame.UpVector. Since you want to know which face is facing upwards, you’ll want to look at the Y value of the Vector3. That is, when you print one of these vectors, it’ll output three coordinate values (X,Y,Z). the Y value will either be 1 or extremely close to 1 in magnitude whenever that particular face …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 ...958 Share Save 60K views 2 years ago Roblox Scripting Do you want to make your parts look at an arbitrary point in space? Then this is the video for you! CFrame.lookAt () is a powerful CFrame...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.The flipping and spinning was handled by adding a "BodyGyro" instance to the bug in my script. It acts like a gyroscope to keep an object from twisting around. local bodyGyro = Instance.new ("BodyGyro") bodyGyro.Parent=bug bodyGyro.MaxTorque = Vector3.new (math.huge, math.huge, math.huge) I reset the bodyGyro's CFrame to match the bug's CFrame ...The position needs to be the midpoint of the start and end of the beam. Use CFrame.lookAt to create a new CFrame located at startPosition and facing towards endPosition. Multiply this by a new CFrame with a Z axis value of half of negative laserDistance to get the midpoint. 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!Prototrode. use CFrame.lookAt to make the part orientate itself towards the player. From there, you can just move the part forward. part.CFrame = CFrame.lookAt (part.CFrame.p, player.Character.HumanoidRootPart.CFrame.p) part.CFrame = part.CFrame * CFrame.new (0, 0, -1) --negative z is forward. If you do not want the part to rotate and just want ...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) Cframe look at, while wait () do local vector3one = script.Parent.Position local vecot3two = workspace ["L85A2 Stock"].Body.Position local cframe = CFrame.new (vector3one, vecot3two) script.Parent.CFrame = cframe end. above is the script, below is the visual that came from the results of the script. 1 Like., 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 …, sleitnick (sleitnick) April 24, 2020, 6:40pm #2. Yes, but the workflow is a lot different. With BodyGyros, you just set the CFrame value and it will rotate the object based on the rotation of that CFrame. With AlignOrientation, it's based on attachments. In essence, one attachment tries to match the rotation of the other., 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., I trying to make the car look at something and move it at the same, how can I do that? Those are my current methods that change orientation and position. local direction = tweenservice:Create(car, TweenInfo.new(0.5, Enum.EasingStyle.Linear, Enum.EasingDirection.In), { CFrame = CFrame.new(car.Position, p1.WorldPosition) }) …, If you are having trouble with understanding the CFrame part, note that I am simply using the format CFrame.new(position vector, look vector), with the position vector being where the CFrame is stationed and the look vector being a direction/position for the CFrame to orient towards., Because it's wrong to think of your problem in terms of CFrame.new(at, lookAt) * rot.You don't need an "additional" rotation on top of the lookAt, "lookAt" is simply the wrong way to solve the problem in the first place., 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 ..., 28 de set. de 2022 ... ... to some value corresponding to the current CFrame of the MeshPart at that moment. I was thinking that this could be done by reading the look ..., ypos = part.Position.Y. or. part.CFrame = CFrame.new (part.CFrame.X,part.CFrame.Y,part.CFrame.Z) for the second one leave everything the same but change the y value you can also move it from its current y value by leaving it all the same and on the part.CFrame.Y part of the code just add +1 or however much you want to move it by right after y ..., Edit (06/30/2021): Due to the release of the new pivot APIs and the thankful deprecation of SetPrimaryPartCFrame, the legacy method of CFraming is now also appropriate and you do not necessarily need to use this welding method. Do note that the pivot CFrame is different from the PrimaryPart CFrame though, so you will have to account for that when writing your proxy objects. Edit (05/31/2023 ..., Learn how to make a part face another part using the new AlignOrientation feature in Roblox Studio. This tutorial will show you how to use the AlignOrientation object and the Attachment class to create smooth and realistic rotations for your parts. Join the discussion and share your feedback on the Developer Forum., 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., When it moves towards the player with BodyPosition it is smooth by itself; however, when using cframes to update its angle to look at a player, it updates its cframe at the same time which makes it stagger and not as smooth. IProgramForFun (IProgramForFun) January 12, 2021, 9:41pm #4. Okay then how about you endeavor to utilize tweening ..., So I have been looking for a solution to this for a year now, and I still don't get how this is done. Some use trigonometry for this, which I barley understand. I'm also not the best with cFrame. I have found many topics similar to this but still will not conclude a full solution to this that is easy for me to comprehend. So anyways, as an example in text, the r6 arm would move up or down ..., You can just subtract the position to do this: local cf = someCFrame - someCFrame.Position. Further explanation: Using CFrame.Angles simply constructs a rotated CFrame object at the point of origin (0, 0, 0). Thus, to get a CFrame with just its rotation, you need to translate it back to the point of origin., So what I am trying to do is to make Tower look at Zombie using AlignOrientation, however Tower goes crazy and does not look at Zombie properly. So this is what I have so far. Tower has AlignOrientation in Torso, the Attachment0 is set to Node0 which is located in Torso, and Attachment1 is set to Node1 which is located in Terrain. In the loop I set Node1 Orientation which is determinated by ..., So as the title suggets CFrame.lookat isnt working that well, here is an image the selected is AirdropPoint1, and quite obvious the plane isnt facing at the part Here is the Rootpart which im doing the cframe.lookat with. Its facing front so the plane should be facing to the part but its not and idk why. Here is the code: CargoClone.Root.Orientation = Vector3.new(0, CFrame.lookAt(CargoClone ..., It will utilize this formula i made. V = B + ( (A + Offset) - B).Unit * ( (A - B).Magnitude + Extra) (A - B).Unit gives you a direction vector of B pointing to A (A - B).Magnitude gives the distance between A and B Ill try to break these down into what they mean in the line ^^^ B = The object you want to look at but its the origin as well A ..., Where you set the CFrame is your choice. One way this can be accompished is setting the position of the camera 4 studs away from the part's LookVector and look at the part. A pseudocode example of this is shown below: local part = workspace.MyPart local cam = workspace.CurrentCamera -- Set camera type cam.CameraType = Enum.CameraType.Scriptable ..., 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., 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) …, Best. • JcOnRblx • 3 yr. ago. I would recommend using renderstep instead of a while loop. This should replace your code that sets the cframe: part.Cframe = HumRoot.Cframe*Cframe.new (0,0,-5) 2. [deleted] • 3 yr. ago. Ok, thank you! Also yeah i'll switch to renderstep, the while loop was just to test the code for the time biend., I'm trying to make my execute function make the player face towards the executed player's head. character.HumanoidRootPart.CFrame = CFrame.new(liveFolder[target].HumanoidRootPart.CFrame.Position, -(liveFolder[target].HumanoidRootPart.CFrame.LookVector)) When ran, it faces the wrong way no matter what I change the 2nd parameter to. (Even with rightvector or any other vector it will face ..., Firstly, my Motor6D rotation is actually relative to my tank’s body. CFrame.lookAt (pos 1, pos2) can’t be used, but I actually did this instead; CFrame.lookAt ( Vector3.new (), pos2 - pos1) to get the rotational value of the CFrame.lookAt (). (CFrame with rotation value only is basically CFrame at 0,0,0) Then, I applied the lookRotation I ..., So currently, it looks like this. And my code: local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local humrp = char.HumanoidRootPart local part = workspace.Part while true do humrp.CFrame = CFrame.lookAt(humrp.Position, part.Position) task.wait() end What I …, I have this chair script but whenever I spawn it, its not facing the same way as the player local Tool = script.Parent local Player = Tool.Parent.Parent local Char = Player.Character local Hum = Char.Humanoid local HumanoidRootPart = Char.HumanoidRootPart Tool.Activated:Connect(function() if Hum.FloorMaterial ~= Enum.Material.Air then local Chair = game.ServerStorage["Plastic Chair"]:Clone ..., I have this chair script but whenever I spawn it, its not facing the same way as the player local Tool = script.Parent local Player = Tool.Parent.Parent local Char = Player.Character local Hum = Char.Humanoid local HumanoidRootPart = Char.HumanoidRootPart Tool.Activated:Connect(function() if Hum.FloorMaterial ~= Enum.Material.Air then local Chair = game.ServerStorage["Plastic Chair"]:Clone ..., Then using that, I calculate the lookat. local pos = CFrame.new(part1.Position, part2.Position) Virtually, part1 and part2 are on the same Y axis meaning that it will only rotate on its’ Y axis. Also, I’ve been told it’s better to use CFrame.lookat() rather than CFrame.new(), Makes a CFrame look at a position and target with bias towards the upVector. -- orient a hypothetical gun such that it's relative to the root part's upVector local gunCFrame = CFrameUtils. lookAt (gunPos, gunTarget, rootPart. CFrame. upVector), I'm trying to make the players head follow the mouse. I used CFrame.lookat() but when I tested it out the player started having a seizure (shaking really fast) I al… Hey I'm a beginner and I need some help with something. I'm trying to make the players head follow the mouse., I'm trying to position a knife on the player's torso. In the command line I've written this and for some reason the x and z axis are rotating on the same axis. local knife = workspace.Knife local torso = workspace.Dummy.UpperTorso knife.CFrame = torso.CFrame * CFrame.Angles(math.rad(0), math.rad(90), math.rad(0)) This is what the knife looks like when rotated 45 degrees on the X axis or ..., You can use this: RightShoulder.CFrame = CFrame.lookAt (RightShoulder.Position, player:GetMouse ().Hit) So what I am trying to do is to point players right arm to mouse position. But For some reason, I get this error: I am pretty sure that lookAt is a valid member of CFrame, which is weird. I tried searching for this issue on google, but got ...