the look vector x y z and right vector x y z and up vector x y z
please help
the look vector x y z and right vector x y z and up vector x y z
please help
Check out this guide: https://scriptinghelpers.org/guides/the-power-of-cframes
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18 comments
If your thinking of Vector3, it is no different than Cframe. The only values for vector, vector3, and cframe are x y z, x represents right or left(-), y represents up or down(-), z represents forward or back(-)
then why are there 9 rotation values, what do they do, because i want to make a motor6d rotate to look at a part, you didnt help at all.
There are 9 because there are 3 values for each possible location. X is length, Y is height and Z is breadth. It is quite that simple. X will move along the X-axis, Y will move up and down (+Y is up, -Y is down) and Z will go along the Z-axis.
i still dont get it, for look vector for example, there is x, y and z but why, what do they do, for rotations u only need 3 values, not 9. I really need this, been struggeling for 2 weeks now
It all has to do with how CFrame functions. Look at this Wiki post: http://wiki.roblox.com/index.php?title=CFrame
i did, didnt help.
Then I don't know what you're talking about. CFrame does NOT have 9 values, it has 9 objective sequences used under Vector2 and Vector3.
huh, cframe has 12 values in total, 3 pos values and 9 rotation values
My bad. CFrame's rotational values are used for multiple things, including lookVector. There really should be only 3 positional values because there are 3 dimensions.
ok so, how to i convert the 9 rotation values to a 3 value vector3?
You can't. They are all either Vector objects or Vector functions.
hmm, ok so this is my ultimate goal: how do i rotate the characters right arm shoulder so it rotates to point towards a part. It doest work like u expect it to: CFrame.new(part1.Position, part2.Position)
Regular CFrame is a Position. Go back to the link I gave you and see if you can find the rotational properties.
Good.
I think i know how this works: so in a part, you have the yaw, pitch and roll. So lets say that your tryna manipulate roll, wich would be the lookVector(front vector i think) each of the rotation values would act exactly like a normal rotation value, but relative to the front face. Am i right?
lookVector returns the facing value, so I believe you're right.
imma test it out, and the tell you what i found out
Okay.