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```Okay,

I can do this the long way but I was wondering if there is a specific method of using vector math to achieve the same result.

I have two vectors.  One is a directional vector starting a the origin and pointing straight forward.  We can just say it has a length of 150.  Now imagine I have a circle around that same origin with a radius of say 50.  Given the intersection of the top of the circle is 0 degrees, and the right side of the circle is 90 degrees, and I have vector that is starting on the sufarce of that circle at say 25 degrees (between the 1 & 2 on a clock face).  And is aiming towards 0 degrees, so that that vector (the rotation direction vector) will in effect intersect with the View Vector.

Now, how I can do this (the long way) is compute the point of the destination of the view vector (the vector stretching straight up from the origin), and then subtract from that destination point the starting point of the rotation vector, which will give me the vector from the starting point of the rotation to the destination of the view.

Purpose:  I'm rotating an object around the circumference of a circle, and at a specific point I want that object's travel around the circle to change and shoot directly forward to a destination point.  given the direction vector of the object travel and the direction vector of the view is there a way to use vector math to combine these two vectors to get the vector I want.

Thanks
Jaeden "Sifo Dyas" al'Raec Ruiner
```
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Reply JaedenRuiner (2) 3/20/2010 8:58:02 PM

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