I have a custom hoverboard movement system, and due to the nature of the players rotation on the board, I have to account for it in my movement. Originally, I had the two forces together, but the z force needs to match the rotation of the player, while the x force can’t be. Here is where the two forces are ajusted.
It’s not really clear what you are trying to achieve, but if you want make a Vector3 relative to the character you can just apply the character’s rotation:
Thanks for the reply but I ended up figuring it out anyways. I wanted to combine them to avoid extra speed traveling diagonally, but I just ended up getting the multiplier from the look vector to cancel it out. Also ended up using a pid controller to smooth out the movement.