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Question by rodridkv · Oct 12, 2011 at 11:54 AM · transformtorquerigidbodies

Adding torque and TransformDirection

Hi!

I have a problem while using TransformDirection() and InverseTransformDirection(), i think I haven't understood how they should be used.

I have some rigidbodies in a parent-child relationship, i want to apply forces to them so my initial attempt is:

 myRigidbody.AddRelativeTorque(myTorque);

But looking at the documentation, TransformDirection() and the inverse one are used to transform a direction from local to global and the opposite so, the following code should do the same thing as the previous one, as far as I know:

 // Transform to world space
 myTorque = transform.TransformDirection(myTorque);
 // Transform to his parent's local space
 myTorque = parentTransform.InverseTransformDirection(myTorque);
 // And apply it
 myRigidbody.AddTorque( myTorque );

To sum up, I have transform the torque to world coordinates, then to the parent's transform local coordinates, and finally applied it with AddTorque instead of AddRelativeTorque...

But I obtain quite different results in the practise, so, do you know what am I misunderstanding??

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