Make angular velocity relative to a part not to world

Title says it all.
For example: i have a wheel on a car with hinges (hinges are not used to power the wheels) and there is a BodyAngularVelocity thing in it, (basically physics based driving just for fun) and when i turn it becomes stuck… i narrowed it down to this problem that it isn’t relative to the car but rather the world.

Any way you guys can help?

may you show us a video of the problem?

sure 1 minute
(character limit aaaaaaaa)

can’t upload here i’ll send a yt link

I cannot watch it, whats wrong with it uploading here?

can’t :grinning:
litterally
(character limit)

try watching it now? maybe i fixed it

ye it fixed it
(character limit)

Yes you fixed it.

If there are any scripts please share it.

It seems as if there is an invisible wall restricting the movement, is there?

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no walls… want the file?
the only script is in the wheels and that only changes the AngularVelocity (which i am trying to make relative)

repeat
	script.Parent.BodyAngularVelocity.AngularVelocity = Vector3.new(-script.Parent.Parent.Configuration.Speed.Value * script.Parent.Parent.VehicleSeat.Throttle , 0 , 0)
	wait(.1)
until nil

this is in one of the wheels

I am very confused, so, yes, please share the file

race.rbxl (23.7 KB)

Your code was really complicated so I didn’t really understand.

My only guess is that the car only has a force that moves in one direction.

To fix that you change the force’s direction by multiplying it by it’s lookVector

i’ll try that
might be it
30charlimit

1 Like