No-one really knows about the individual parts to the Roblox Rotation Matrix, but it's more complex than anyone's ever gonna need, stick with EulerAngles and AxisAngle etc.
So if hte top face lookVector and the RightFace look vector didnt coorispond hte brickw oudl disapere...that makes sence.
Ill just stick fo EulerAngles :P Thanks guys!
Yes and no
If the motor rotates on the axis that you want it to to start, then yes, that's all the C0 and C1 would need to be.
However, usualy you need to add rotations to them too since the rotationpoint's axis of rotation isn't what you want.
Which means rotation would have to be a CFrame value right? Couldnt you create a CFrame value in the syntax of the threads title and then use vector subtractions to fill in C0 and C1...
How would oyu do that... o.O