# How to rotate AssemblyAngularVelocity Vector?

Hello!

I have an example place included of kicking a ball that curves left, right, back or top using the magnus formula.

However, I cannot get the magnus force of the ball, and the spin of the ball to go in the same direction.

For example, if I curve the ball to the left, it curves to the left but the ball has a back spin and not a left spin. I assume the solution is to somehow rotate the angular velocity vector that I set, but I’ve been stuck for days, tried everything and cannot figure out how to get it working.

Any help would be greatly appreciated thank you!

Curve Ball Devforum.rbxl (39.7 KB)

``````local ballObject = script.Parent:WaitForChild("Handle")
local tool = script.Parent

local player = game:GetService("Players").LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local HRP = character:WaitForChild("HumanoidRootPart")
local mouse = player:GetMouse()

--Left means the ball spins to the left but it doesn't actually curve to the left
local curveAngles = {
["Right"] = CFrame.Angles(math.rad(90), math.rad(0), 0), --Spins right, but does a backspin curve
["Left"] = CFrame.Angles(math.rad(-90), math.rad(0), 0), --Spins left, but does a topspin curve
["Top"] = CFrame.Angles(math.rad(0), math.rad(90), 0), --Spins top, but does a left curve
["Back"] = CFrame.Angles(math.rad(0), math.rad(-90), 0), --Spins back, but does a right curve
}

local ball

game["Run Service"].Heartbeat:Connect(function(dt)
if ball ~= nil then
if ball.AssemblyLinearVelocity.Magnitude > 0 then
local v = ball.AssemblyLinearVelocity
local vs = ball.AssemblyAngularVelocity
local s = 1

local magnus = s * (vs * ball.AssemblyMass)
ball.MagnusForce.Force = magnus
end
end
end)

mouse.Button1Down:Connect(function()
--Sets ball kick direction
local upAngle = CFrame.Angles(math.rad(40), 0, 0)
local direction = (HRP.CFrame * upAngle).LookVector

--Sets ball power
local power = 120 * direction

--Clone ball and set position
local ballPosition = HRP.CFrame * Vector3.new(0, 2, -2)
ball = ballObject:Clone()
ball.CFrame = CFrame.new(ballPosition)
ball.CanCollide = true
ball.Parent = game.Workspace

--Set velocity
ball.AssemblyLinearVelocity = power

--Set curve direction and set angular velocity
local curveDirectionName = "Top"
ball.AssemblyAngularVelocity = (HRP.CFrame * curveAngles[curveDirectionName]).LookVector * 50
end)
``````
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