Cframe look at

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. ...

Cframe look at. 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 ...

Target.CFrame = CFrame.new(Mouse.target.Position) Share. Improve this answer. Follow edited Jun 2, 2019 at 15:04. Stephen Kennedy. 20.7k 22 22 gold badges 95 95 silver badges 109 109 bronze badges. answered Jun 2, 2019 at 2:24. Another One Is Here Another One Is Here. 11 1 1 bronze badge.

Recently, I've been trying to script NPCs for my game. I wanted to make them look towards the player and turn their body, like in the Egg Hunt 2018 game. I found a script online that utilises the Motor6Ds of the NPC to allow them to turn, but I need help regarding the use of 'char' and 'pos'. Here's the script:If you want to use a CFrame.new method with a C0 value, you can do so by specifying the C0 value as the second argument to the CFrame.new method. Here’s an example of how you could use CFrame.new with a C0 value: -- Define the position of the welded part local partPosition = CFrame.new (0, 0, 0) -- Define the position you want the …How do I make the perfect ViewportFrame? - Roblox Developer ForumIf you want to learn how to use ViewportFrame, a GUI element that can display 3D models in a 2D space, this thread is for you. You will find tips and tricks on how to position, scale, and refresh your ViewportFrame, as well as some common issues and solutions. Join the discussion and share your experience with other Roblox ...What do you want to achieve? I want to make the turret look at the player's HumanoidRootPart's orientation when the player's nearby to the turret. What is the issue? When the player gets nearby the turret, The turret looks at a completely different direction. What solutions have you tried so far? Did you look for solutions on the Developer Hub? I tried using CFrame.Angles & CFrame ...press 1 to get a weapon, fire it a couple times, reload, and look at the camera animations. try to think how that is made, you will probabbly get what i mean. Dev_HDWC (HDWC) May 17, 2020, 12:53am #14. Yeah, that is what I did in my post. I made it so that by animating the part you animate your camera…. 1 Like.local _,hitPos,hitNormal,_ = workspace:FindPartOnRay (...) local hitCFrame = CFrame.new (hitPos, hitPos+hitNormal) This will create a CFrame from the hit position/normal with the frontVector aligned to the hit normal. If you want the upVector aligned, you can rotate the CFrame by 90 degrees on the Y axis. 2 Replies.BasePart.CFrame. CFrame. Read Parallel. The CFrame property determines both the position and orientation of the BasePart in the world. It acts as an arbitrary reference …

As you can see, I want the NPC's neck to rotate so their head is facing the player character. The gif above is how its supposed to look. Now, this works, except when I rotate the entire NPC. When I rotate the NPC, this happens: This function works when the NPC is facing a certain way, but if you rotate the NPC it doesn't take it to account and doesn't work as intended. I'm not very ...if you want to get the opposite direction of the same vector, just multiply it by -1. Lets say you have the vector (7,4,0), and lets say his direction goes to >. then , if you want to use the same vector but for opposite direction [ <] multiply your vector by -1, and you'll get the same vector - with an opposite direction. 3 Likes. horse ...interpolated between itself and A data type that represents both a 3D position and orientation.The forward-direction component of the CFrame object's orientation. The negated form of ZVector: Vector3.new (-r02, -r12, -r22) Adding a CFrame object's CFrame.LookVector to …local part.CFrame = CFrame.new (part.Position, part.Position + part.CFrame.LookVector, Vector3.new (0,1,0) this will make it maintain its horizontal orientation while also remaining upright because of the up parameter. a possibly lighter method is using so an angle calculation like this.

1. You'll want to save the part's original CFrame on server start, or whenever the part's creation occurs. local Part: Part = nil -- Change nil to the part. local CoordinateFrame: CFrame = Part.CFrame -- [ [ At this point, you'd write all of your code here. Once finished, the script will then continue to return the part to it's previous CFrame ...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.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 () print (X,Y,Z) script.Parent.Torso ...Help and Feedback Scripting Support. scripting. Whincify (Whincify) May 27, 2022, 8:19pm #1. Currently, I am rotating bots to face and shoot at the player by setting the bots PrimaryPart CFrame and using CFrame.lookAt. While this works, it messes with the animations of the bot. I recently found a post that used a BodyGryo, however with that ...

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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_rightWhat 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...local part.CFrame = CFrame.new (part.Position, part.Position + part.CFrame.LookVector, Vector3.new (0,1,0) this will make it maintain its horizontal orientation while also remaining upright because of the up parameter. a possibly lighter method is using so an angle calculation like this.Then, we calculate the lookAt CFrame using the weld’s pivot position and the target position. Finally, we apply an additional rotation of 180 degrees around the y-axis using CFrame.Angles to make the weld face the target in the opposite direction. Make sure to replace 'workspace.Part' with the actual part you want to look at.Hiya! I've been wanting to make a top down camera script and it's been pretty simple so far but I hit a roadblock and that is that I need to only rotate the players humanoidrootpart on the Y axis but using CFrame.LookAt it's rotating to look at the mouse on all axis. The player rotation code: RS.RenderStepped:Connect(function() camera.CFrame = (char.HumanoidRootPart.CFrame + offset ...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

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.Hiya! I’ve been wanting to make a top down camera script and it’s been pretty simple so far but I hit a roadblock and that is that I need to only rotate the players humanoidrootpart on the Y axis but using CFrame.LookAt it’s rotating to look at the mouse on all axis. The player rotation code: RS.RenderStepped:Connect(function() …But it is not only that. One thing that Ahmad forgot is that 'lookVector' is not a CFrame, it is a Vector3 instead. In this fragment, you did. moveTo (player.Torso.Position + player.Torso.CFrame.lookVector * -5) That would be fine, if you didn't use a numerical value with Vector3's. To fix this, instead, your code should be.Now let's look at how he does it using CFrame.fromMatrix(). Let's take a look at the CFrame he constructed using the fromMatrix() constructor: Skoliage: CFrame.fromMatrix(-back*canvasSize/2, right, top, back) EgoMoose multiplies this CFrame by the original CFrame. Keep in mind that his goal is a CFrame facing directly upwards sitting on the ...title says it all i am made a custom character controller and i want to use velocity to move the character self.RunService.RenderStepped:Connect(function() if Character then local LowerTorso = Character.LowerTorso local X , Y , Z = 0 , 0 , 0 Z = Z + (Movement.Front and -1 or 0) + (Movement.Back and 1 or 0) X = X + (Movement.Left and -1 or 0) + (Movement.Right and 1 or 0) LowerTorso.Velocity ...You need to use CFrames'. So, first of all you need to store their old camera CFrame in a variable. Like this: local Camera = workspace.CurrentCamera local OldCamCF = Camera.CFrame -- This variable stores the old camera CFrame! Then lets say, you want to change it back after 10 seconds, so we'll do.The module does as stated althought it is just a cframe look at variation Could you implement this change into the github instead of the ":function()" as a way to make it so we don't have to edit that function part. Since really when its edited it just behaves like this.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 ...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 ...In this tutorial you'll learn CFrame basics such as CFrame Angles and LookVector so that you can rotate and position not only objec...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 ...

So I have a new camera being made for use with a viewportframe, the camera’s position is made to be set to the position of another object, which I use as the reference point of where the camera should go using itemPreviewCamera.CFrame = CFrame.lookAt(itemPositionReference.CFrame.Position, …

Mar 18, 2022 · 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 ... 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.In the CFrame.new () constructor there's an argument for 'lookAt' of where the front surface should face. This use of CFrame.new () was deprecated for CFrame.fromMatrix () which instead takes 3 vectors of rotation: lookVector, rightVector and upVector. The documentation gives an example of this useful function.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.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 …Jul 27, 2018 · local _,hitPos,hitNormal,_ = workspace:FindPartOnRay (...) local hitCFrame = CFrame.new (hitPos, hitPos+hitNormal) This will create a CFrame from the hit position/normal with the frontVector aligned to the hit normal. If you want the upVector aligned, you can rotate the CFrame by 90 degrees on the Y axis. 2 Replies. hello fellow developers i am trying to make the npc look at me when they are close, but when i try to do it they get very wonky robloxapp-20220608-1836467.wmv how can i make my npc look at me, in a smooth way? crithitbox.Touched:Connect(function(p) if p.Parent:FindFirstChild("Humanoid") then local ff = …Note: The CFrame constructor accepts quaternion components like so CFrame.new(0, 0, 0, X, Y, Z, W) Hopefully you can see how it's a blend of the two, not just one full 180 degree rotation and then the other piled on top of each other. I highly encourage for everyone to set something up like I have in the above gifs and play around.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 ...

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press 1 to get a weapon, fire it a couple times, reload, and look at the camera animations. try to think how that is made, you will probabbly get what i mean. Dev_HDWC (HDWC) May 17, 2020, 12:53am #14. Yeah, that is what I did in my post. I made it so that by animating the part you animate your camera…. 1 Like.Make sure that it has enough force to rotate the character. You can use basic trigonometry to solve for the angle that your NPC needs to look. math.atan2 (dX,dZ) Where dX is difference in X axis and dX is difference in Z axis. you can apply a rotation to a CFrame using CFrame.Angles or CFrame.FromOrientation. You will need to convert to radians ...Roblox CFrame Look At, Up Vector, Look Vector (Roblox Studio Tutorial Beginners Series) (B005) - YouTube In this Roblox scripting scripts tutorial, you will …CFrame has alot of built in functions and stuff to help make things that can be a little complicated. A good thing to know is that CFrames use radians for angles instead of degrees. Degrees can be easily turned into radians …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 !CFrame.Position. Vector3. The 3D position of the CFrame. The 3D position of the Datatype.CFrame.Hi, All I need is something very simple; How do I Make Arms Move with Camera?. Someone gave me a script a few days ago but it’s very glitchy. Local Script in StarterGui: local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local event = …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. ….

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 ...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...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.This textbox below will rotate a model to look at you. local TweenService = game:GetService("TweenService") local player = game.Players.LocalPlayer.Character -- change this with the player you want local scp = workspace.Scp173 -- change this to where it's located in the explorer -- This gets the CFrame values of the part and player to rotate …LookAt () & LookVectors. Help and Feedback Scripting Support. cframe. powerboxed (powerboxed) June 23, 2022, 7:10am #1. I’m trying to make a flashlight point at wherever direction the players camera is, so if I looked up the point light (in attachment) will be in the center of their screen even if they are facing up or down, it partially ...well the current problem with your script would be Part.Cframe.LookVector * 50 as that would be a Vector3 I believe. now one solution to your problem would be. wait(2) local part = script.Parent local brick = script.Parent.Parent -- this will be used to make sure your facing the part you want to avoid local g = Instance.new("BodyGyro") g.CFrame = CFrame.new(part.Position,brick.position) g ...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 …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. Cframe look at, I’ve an NPC Insect, which climbs up and down walls in the correct orientation (Ask for it), but will need more math for all possible surfaces; slopes, or even a globe (for another project)… And the new Raycast returns Normals (And No, I don’t know either; what the new BruteForce, Ray parameter is about)… Anybody got links to niffy functions or …, Jun 24, 2023 · Then, we calculate the lookAt CFrame using the weld’s pivot position and the target position. Finally, we apply an additional rotation of 180 degrees around the y-axis using CFrame.Angles to make the weld face the target in the opposite direction. Make sure to replace 'workspace.Part' with the actual part you want to look at. , Hey, Im trying to orient the player to face where ever the camera is facing, and this script should be working but I have no clue why, I also have it in a loop Note I only want it to orient on the X, Z axises Code: local camera = game.Workspace.CurrentCamera while using do BodyGyro.CFrame = CFrame.new(camera.CFrame.LookVector.X,0,camera.CFrame.LookVector.Z) game:GetService("RunService ..., 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 ..., So you should be able to do. workspace.Part1.CFrame = goals ["CFrame"] BackspaceRGB (BackspaceRGB) July 28, 2020, 8:18pm #5. Thanks! I also realised that if you send TweenInfo thorugh a remoteEvent, it comes out as nil, so it will be a little bit annoying to send a table, but thanks for the help regardless! So I use server-sided tweens in my ..., local look = script.Parent.HumanoidRootPart.CFrame for i = 1, 180, .25 do look = CFrame.lookAt (look.Position,Vector3.new (look.Position.X,i,look.Position.Z)) wait (.1) end. Nothing happens whatsoever, there are no errors. The formatting is perfect. Do you mean to update the CFrame of ‘HumanoidRootPart’? Because what you have right now …, 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 …, 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., CFrame adjustements: This is not performant enough, but this code shows what it does. game:GetService("RunService").HeartBeat:Connect(function() part.CFrame = part.CFrame - part.CFrame.Position + Vector3.new(part.Position.X, 0, part.Position.Z) end) ... Those PrismaticConstraints look promising, though I haven't used them before and couldn ..., EDIT: Also when i try to adjust the camera's CFrame to the part's CFrame the camera doesn't look at the part but at the sky, Because that's where the part is facing. local player = game.Players.LocalPlayer local camera = workspace.CurrentCamera while true do wait(5) local Finish = workspace.ATM.Screen.CFrame local CameraMove = camera ..., local CFRAME_VALUE = CFrame.new(Vector3.new(YOUR_VECTOR3_VALUES)) Share. Improve this answer. Follow answered Apr 14, 2022 at 22:18. Matthew G. Matthew G. 79 7 7 bronze badges. Add a comment | 0 You can use a Vector3 in a CFrame, making it one: local mycframe ..., I want to be able to look at a model from a specific direction. The problem is that I don’t what the function name is. What I tried so far is to write this piece of code to move the camera. The only problem is that I don’t …, 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 ..., CFrame.Position. Vector3. The 3D position of the CFrame. The 3D position of the Datatype.CFrame., Tween the CFrame rather than just the orientation. CFrame.new takes two values, a vector and a lookAt.. Force them to look at your HumanoidRootPart or your head. Either should be fine. EDIT: Roblox allows you to use "lookAt" more efficiently using CFrame.lookAt, which allows you to do what CFrame.new previously accomplished, just better., I am Making a Teleportation script for a Speed Run type of game with Portals, and I'm trying to make a portal teleport the player to the other portal, once I get to the portal the script error's with new is not a valid member of CFrame. Please Help. Remove tele2. from tele2.CFrame.new on line 9. tele2.CFrame is a property (tele2's CFrame ..., How can I make a part look where its moving with a Velocity. I have the Velocity of an arrow up to 750 and want it to look where its going to make it more realistic. ... This would probably be done by using CFrame LookVectors. The vector you want the part to be "looking at" is already there for you, in the velocity. Using CFrame.lookAt ..., 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 ..., So I want it so that when a player touches a part, their camera overlooks the entire map in a stationary position, but the player can still rotate the camera and look around. Almost as if the stationary part was their character and they can right click or look around that part. But they also can't look too far left, right, up, or down (basically so they cannot look behind them) Also the ..., enemy.HumanoidRootPart.CFrame = CFrame.new (enemy.HumanoidRootPart.Position, player.Character.HumanoidRootPart.Position) Use the CFrame.LookAt (pos1, pos2) function. The function takes 2 arguments, the first one being the actual position of your [character/npc/part] to rotate, and the second one being the target position., To move an entire model you need to use CFrame and constraints. Using Position messes with the C0 and C1 of the constraints, so the CFrame property should be used instead of the Position property. To move an entire model, you'll need to do a few things: Pick a central part. In your case, it's the Model.RootPart., I'm trying to make cframe.lookat work with welds and that works fine but now the issue is if an object its welded to moves it doesnt like "auto-register" it and do the math with it while task.wait() do local pos = script.Parent:GetPivot().Position local weld = script.Parent.Parent.MainBody.TurretBody local rx, ry = CFrame.lookAt(pos, workspace.Part.Position):ToOrientation() weld.C0 ..., set its rotation and positional components (cframe) to be the part u want it to face then multiply its positional matrix by the look vector of the part u wanna face. The scalar is the stud offset. synapse. partA.CFrame = partB.CFrame * (partB.CFrame.LookVector * 5), Hey, Im trying to orient the player to face where ever the camera is facing, and this script should be working but I have no clue why, I also have it in a loop Note I only want it to orient on the X, Z axises Code: local camera = game.Workspace.CurrentCamera while using do BodyGyro.CFrame = CFrame.new(camera.CFrame.LookVector.X,0,camera.CFrame.LookVector.Z) game:GetService("RunService ..., The CFrame data type, short for coordinate frame, contains 3D positional and rotational data. It has two components: the positional component (X, Y, Z) and the rotational component (R00, R01, R02, R10 ... R21, R22). Unlike Vector3 which is used to represent rotations as Euler angles, CFrame's rotational component uses a 3×3 rotation matrix. CFrames also offer more functionality that deals ... , 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 …, You can use BodyForce. BodyForce.Force = Vector3.new (0, 0, 5000) * part.CFrame.LookVector. You will have to change the force from 5000 to anything you like, It depends on the part you want to move. Also to use Tween without lagging, set the network owner of the part to nil (server) part:SetNetworkOwner (nil) 3 Likes., In this Roblox scripting scripts tutorial, you will learn how to script a moving model the old way using Set Primary Part CFrame (SetPrimaryPartCFrame) and G..., CFrame.LookVector.Y A standard die has 6 faces. You have three values to go by: LookVector.Y, RightVector.Y, and UpVector.Y. However, the Y value ranges from -1 to 1. Its 1 when the face is pointing directly upward, -1 when the face is pointing directly downward, and 0 when the face is pointing perpendicular to the Y-axis (so sideways)., 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) …, Nov 7, 2019 · In the CFrame.new () constructor there’s an argument for ‘lookAt’ of where the front surface should face. This use of CFrame.new () was deprecated for CFrame.fromMatrix () which instead takes 3 vectors of rotation: lookVector, rightVector and upVector. The documentation gives an example of this useful function. , I spent a lot of time, but this so hard, there is no tutorial for r6 character. Please, if you know how to do this , send me script then, thx. (I need look only in x direction and move only head). Target - CFrame.new(npc.Character.Torso.Position,LocalPlayer.Character.Torso.Position) npc.Character.Torso.Neck.C0 = ?, Close, but not there yet. CFrame.Angles does not equal orientation. local cframeToChange = --some CFrame local newPosition = --some vector3 position value you want to change local cframeToChangeOrientationOnly = cframeToChange - cframeToChange.Position --remove position component from CFrame.