I have a project where gliding/flying physics are required. I’ve got all the linear forces figured out, but I’m struggling to find a way to implement rotational force.
Based on the lift generated of the wings I can easily calculate the torque, and from there derive the angular velocity. The problem is that the angular velocity is represented as a vector where the direction is the axis to rotate around and the magnitude of the vector is the amount to rotate.
Right now I’ve been staring at the spaghetti I’ve made for so long that I cannot for the life of me figure out how to translate that into a rotator or a quaternion that can be added to the character’s rotation. It feels like the answer would be obvious, but it completely eludes me.
One of the papers I was referencing had a formula using the quaternion representation of the angular vector, but it didn’t mention how to translate one into the other. It also used scalar multiplication to a quaternion, which doesn’t seem possible in UE5 (at least in blueprints).
Using the “Add Torque” node isn’t really an option because we are not using simulated physics, as that causes issues elsewhere.
Thanks in advance,
SH