I need to rotate an object around an “origin” that is not an object but only a vector. Do i need matrix transformation or something mathematical involving to do this?(I’m hopeless at math)

If you wanna use degrees yes. But blender has a math lib with functions to do the conversion so don"t worry.

You can rotate the vector if you have a target rotation in matrix form, like a worldOrientation. Or you can go full matrix. I’ll post an example tonight…

transform.py

```
import mathutils
import math
import bge
# you can implement you own turning
TURN = mathutils.Matrix.Rotation(math.radians(1.0), 4, 'Z')
def turn(controller):
owner = controller.owner
turnAroundPoint(owner, getCenterPoint(), TURN)
def turnAroundPoint(object, centerPoint, turnMatrix):
'''
Applies the transformation to turn the given
object around the given center point by the
given turn once. For an animation run that at each frame.
'''
translation = mathutils.Matrix.Translation(centerPoint)
object.worldTransform = (
translation * # move to center
turnMatrix * # turn around origin (0,0,0)
translation.inverted() * # move back
object.worldTransform ) # apply previous modification
def getCenterPoint():
'''
Taken from actuator
You can implement your own version
of finding the center point
'''
return getActuatorsObject().worldPosition
def getActuatorsObject():
''' Q&D: return the object of the first actuator e.g. from a TrackTo. '''
return bge.logic.getCurrentController().actuators[0].object
```

Usage:

Always [True Level Triggering enabled]

–> Python “transform.turn”

-----> editObjectActuator in TrackToMode and *set object field*

Thanks for the great help guys, feels like this could take a LONG while for me to digest, probably need to dive back into khan academy to learn how to do matrix for real this time