To explain what I'm trying to do;
A humanoid for example walks up a ramp. The humanoid acts as if hes still walking on flat ground trying to walk through the ramp instead of walking up the ramp.
I want to prevent this.
local mouse = game.Players.LocalPlayer:GetMouse()
local moveModel = game.Players.LocalPlayer.Character;
-- don't detect the model we're moving
mouse.TargetFilter = moveModel
local c = moveModel;
local hrp = c:WaitForChild("HumanoidRootPart")
local j = hrp:WaitForChild("Root Hip")
local orig = j.C0
function placeAtMouse()
-- make sure the mouse is pointing at something
if mouse.Target then
-- where we cast our ray from (shifted slightly up so the ray will hit the surface we're hovering)
local point = moveModel.Torso.Position;
local ray = Ray.new(
moveModel.Torso.Position,
Vector3.new(0, -10, 0)
)
local hit, pos, normal = workspace:FindPartOnRay(ray, moveModel)
if hit ~= nil then
local origin = point + Vector3.new(0, 0.1, 0)
-- cast our ray and get our normal, which is a unit vector
local ray = Ray.new(origin, Vector3.new(0, -1, 0))
-- get the perpendicular vector and the angle between the two
local cross = Vector3.new(0, 1, 0):Cross(normal)
local angle = math.asin(cross.magnitude) -- division by 1 is redundant
local dude = script:WaitForChild("AngleValue")
dude.Value = angle
print(angle)
local savedCFrame = moveModel.Torso.Orientation;
j.C0 = orig*CFrame.fromAxisAngle(cross.magnitude == 0 and Vector3.new(1) or cross.unit, angle)
--moveModel.Torso.CFrame =
--(CFrame.new(moveModel.Torso.Position)) -- position
--* CFrame.fromAxisAngle(cross.magnitude == 0 and Vector3.new(1) or cross.unit, angle) -- angle, cross must not be Vector3.new()
local newCFrame;
end
end
end
-- check every frame
game:GetService("RunService").RenderStepped:connect(function()
placeAtMouse()
end)

2 comments
well please desscribe you question explain what you want.
How maybe could find the part he is walking on by using a ray. Then, match the orientation of the part using a BodyGyro. But this wouldn't work for wedges. Also might prevent you from rotating your player. Sorry if I miss understood your question. Just a thought.