Ok so here is the Visual Example of what i mean:

enter image description here

The arrows show in which direction Gravity is pulling. So, is there anyway to do something like this ? Maybe that Gravity is depended on the Normal Vector of a selected Surface ? Or i guess the Invers Normal Vector so it points in the right direction since the N Vector points upwards.

AS far as i understand it, in Blender Gravity is a Global Constant and not local. Which means you cant do that. But can you ?

Thanks for the help !

  • $\begingroup$ This answer has a trick which basically involves setting global gravity to 0 and then defining local attraction with a bit of python. Link is here - blender.stackexchange.com/a/18106/75504 $\endgroup$ – Christopher Bennett Dec 22 '20 at 16:31
  • $\begingroup$ Hm i looked at the Post and the script dosnt seem to do anything on my end... $\endgroup$ – Erik Hall Dec 22 '20 at 16:38
  • $\begingroup$ Could you please clarify. Do you wish to set scene gravity based on one face normal, If so I think (theoretically you can) via a driver or handler. $\endgroup$ – batFINGER Dec 22 '20 at 16:38
  • $\begingroup$ Ok so in an Ideal world, i would want this: Gravity depends on the Face Normal BUT it only has any effect in the Face Area. So looking at this: i.imgur.com/pSsx2BL.png The 4 Verts of each Face create a "Tube" or Corridor in which Gravity is depended on the Vector. Everything outsidde of this Corridor has no Gravitational attraction at all. So the Faces cast a corridor in which gravity is depended on the Vector. $\endgroup$ – Erik Hall Dec 22 '20 at 16:43

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