It's pretty self explanatory. So far, I've slapped down this hastily made code into a StarterCharacter's animate script.
local UserInputService = game:GetService("UserInputService")
local Character = script.Parent
local cam = workspace.CurrentCamera
local deltax = 0
local deltay = 0
local pose = "Standing"
game:GetService("RunService").Heartbeat:Connect(function()
if pose == "Running" and Character then
if Character:FindFirstChild("Head") then
cam.CFrame = CFrame.Angles() + Character.Head.CFrame.p --I don't know what to put here
end
end
end)
UserInputService.InputChanged:connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
deltax = inputObject.Delta.x
deltay = inputObject.Delta.y
end
end)
--there's obviously more to the script, I just only put in what I'm using for this part
I want to make it so that the camera's position is attached to the head, but whenever the player moves their mouse (or whatever) they can still look around like in first person.
Problem is, I'm literally in middle school and have no idea how to convert 2D movement onto a 3D plane.
Any help?

2 comments
Oh, I meant I WANT it to move like a first person camera. I don't want to fixate the camera COMPLETELY to the head, rotation and all.
Welp. I can't answer that, I haven't done it before but I know it includes welding and things like that. You should look at some free models and see how they work if nobody has the answer here.