   Caluclating a perpendicular vector
  So i have my character moving in a certain direction (its an AI character). I then ray cast out in the direction he is moving. If the ray hits the radius of an obstacle i want to get a perdendicular vector, away from the obstacle, added to a scaled forward vector, so even though he moves to the side forward momentum is kept. But i dont know how to calculate this perdendicular vector. so what i have is the characters position, direction, the point where the obstacle is hit and the obstacles position. Does anyone know how i could caluclate the perdendicular vector from this? If there isnt enough information there please let me know what else i need.Cheers   
  The local 'right' vector is the cross product of the look direction and local up. If local up can be asssumed to be (0,1,0) which is world up, then use that.   ;  Okay. Thanks, ill give that a shot.   