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Movement tick modifier relative to forward vector

I’m looking to take say a rolling object and if I press a button it interpolates or ticks down a few seconds adding a curv like bowling Cept not using friction to cause the turn. Cheating it so to speak.

So if forward vector length > 20 tick will add to a direction on each frame to make it look like its curving.

My main question is getting what is left and right based on the forward vector so the math will curve it no matter what direction it’s going relative to its forward path.

Ideas?