I want the camera to rotate on the parts LOCAL axis. I believe :toEulerAngles is on the global axis though. Here's the problem. When I rotate the brick on the z axis, everything's fine. But as it starts rotating on the Y, the camera seems to change when it shouldn't, because it should only rotate according to the parts local Z axis.
local x,y,z = workspace.Part.CFrame:toEulerAnglesXYZ()
print(y)
roll = y
game.Workspace.CurrentCamera:SetRoll(roll)

1 comment
That is something I always wanted to do, good question.