I used the physics springs(hookes law) to give my part an effect, so that that when the players camera turns, the part faces the camera but goes out and back in the camera offset.
local spring = {} function spring.new(position, velocity, target) local self = setmetatable({}, {__index = spring}) self.position = position self.velocity = velocity self.target = target self.k = 1 self.d = 1 return self end function spring:update() local x = self.target - self.position local f = x * self.k self.velocity = (self.velocity * (1 - self.d)) + f self.position = self.position + self.velocity end
Ok, so the position is the parts location, and the target is the parts target(ignore velocity)
but, when I apply this to the part though, the part doesn't face the camera properly
local Offset = CFrame.new(-.5, -.25, 1.25) local springee = spring.new(testPart.CFrame.p, Vector3.new(), Offset + Camera.CFrame.p + Camera.CFrame.lookVector) springee.k = .1 springee.d = .25 game:GetService("RunService").RenderStepped:connect(function() testPart.LocalTransparencyModifier = 0 springee.target = Camera.CFrame.p + Vector3.new(Camera.CFrame.lookVector.X, Camera.CFrame.lookVector.Y, 0) springee:update() testPart.CFrame = CFrame.new(springee.position.X, springee.position.Y, Camera.CFrame.z) * Offset end)
It's supposed to look at the cameras direction, but instead it just looks at one direction.
If you know how to fix this then please answer, I couldn't find any solution to this.
IF you already know how to use the camera which i don't, usually i suggest to find errors and keep on messing with the codes just to see if it works.