Transform a world vector3 to a object's rotation

So if I had a vector of <0, 0, 1> lets say, and then I had an object rotated by 90 degrees on the X axis, how would I find the original vector relative to that object.

Edit: to make it more obvious what I want, I’ve attached a pictures of 2 vectors. the first is of a world vector, and then the second is of the object vector. Given the objects CFrame, how would I calculate the second vector.

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Couldnt you use object.CFrame:ToObjectSpace( * CFrame.fromOrientation(orientation)?

Or am i understanding the question wrong?

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I’m not 100% sure of what precisely you’re asking, but if it’s what I think then what you’re looking for is the CFrame function vectorToObjectSpace.

If you’re using ‘vector’ to mean a position vector, then you’ll want CFrame’s pointToObjectSpace instead.

local vec =,0,1)
local relativeCFrame = CFrame.Angles(0, math.rad(90), 0)
local adjustedVector = (relativeCFrame *
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So I’m trying to make an air vent system that’ll push the player away. Right now my code just pushes them around in a circle.

local function CalculateThrustForce(c0, c1, pushDirection, maxDistance, maxForce)
	local distance = (c1.p - c0.p).magnitude
	local float = (maxDistance - distance) / maxDistance
	local force = pushDirection * maxForce * float

	local adjustedLookVector = c1:pointToObjectSpace(force)
	return adjustedLookVector

local thrust ="BodyThrust")
thrust.Name = "WaterVentThrust"
thrust.Force = CalculateThrustForce(character.HumanoidRootPart.CFrame, partCFrame, pushDirection, maxDistance, maxForce) -- luacheck: ignore
thrust.Location = character.HumanoidRootPart.CFrame.p
thrust.Parent = character.HumanoidRootPart

	while player.Character and character:FindFirstChild("HumanoidRootPart") and character.HumanoidRootPart:FindFirstChild("WaterVentVelocity") do -- luacheck: ignore
		velocity.Force = CalculateThrustForce(character.HumanoidRootPart.CFrame, partCFrame, pushDirection, maxDistance, maxForce) -- luacheck: ignore

BodyThrust objects continue to apply force in a relative direction to the part that they are parented to. This means, that the force applied to the character will change it’s direction as the character gets turned or flipped.
You could try using a BodyForce object instead, as the direction for the force will stay relative to the world instead of relative to the part.


That was the issue, thank you!

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