lol. Those aren’t calculus skills. I had to do that in 8th grade in IMP

*Right*…

What I was referring to was that you would need to get the Orientation (3X3 matrix) and convert it to Euler angles like so:

```
def getEulerAngles(matrix):
rotation = [0,0,0]
rotation[0] = atan2(-matrix[1][2],matrix[1][1])
rotation[1] = asin(matrix[1][0])
rotation[2] = atan2(-matrix[2][0],matrix[0][0])
return rotation
```

Then convert the returned Euler angles (which are returned as radians) to tan and get the hyperbola from the tan angles. Next, divide the distance you want to move on an axis from the hyperbola . The value dist/hyperbola should then be multiplied by the tan. If done correctly with all three axises, you will get the new x,y,z position based on the Orientation.

If were both thinking of the same thing, I *seriously* doubt that you would learn something like this is 8th grade. Perhaps you learned a simple 2d concept of this idea in grade school , but don’t forget that this is 3D. If you do not account the 3th axis, you will get gimbol lock and many other troublesome problems and errors.

musicaijelly: if the “*mathematical*” ways seems too complex, you could just set the Orientation equal to the Orientation of the other object. Then use a motion actor to move along the local axis. Once the object is moved, you could set your object back to it’s original Orientation stored in memory.