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Question by maxizrin · Aug 15, 2017 at 07:12 AM · rotation

Self righting object on sphere

I have an object that is affected by a ConstantForce in a given direction.
I want that object to correct itself so that it's "up" vector will be the negative of the force vector.

Meaning, it should "stand upright" in a given "gravity field".

I've tried multiple approaches, but none seem to work, well enough, or at all.

 //Look away from the force, add 90 degrees rotation on X axis, and Lerp to that.
 //This flips the "up" vector after a certain angle.
 var b = Quaternion.LookRotation(-_force.force).eulerAngles + new Vector3(90,0,0);
 body.rotation = Quaternion.Euler(Vector3.Lerp(body.rotation.eulerAngles, b, lerp));

 //Get the rotation needed to rotate from "up" to the new "up", breaks completely after a certain angle
 var c = Quaternion.FromToRotation(transform.up.normalized, -_force.force.normalized);

I also tried using RigidBody.ForceAtPostion(), by pulling 2 sides of the object from 2 directions.
This worked, but the object either wobbles if the force is too weak, or jitters if it's too strong.

Desired reult, currently working only on half the sphere

capture.png (39.8 kB)
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