# How to convert a torque impulse value to global coordinate system as Camera moves around

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Dear all, recently I’m using Godot to create a ball game. To simplify the question, assuming in the physics world there’s only one RigidBody called ball, a Camera which can be rotated around with ball.

Now I wanna give the ball a torque by using `apply_torque_impulse` method, for example this torque value is `Vector3(0, 10, 0)` which means (for now) rotate the ball along Z axis.

Then, I rotate the Camera around the ball for 90 degrees for example (the UP is Y axis always), and here the problem comes:
Before the camera move, the impulse value `Vector3(0, 10, 0)` will let it rotate backwards (Z axis), but after moving, the same value cannot be used anymore, because the current correct axis should be X axis as I still want it to roll backwards!

So my question is how to convert/transform that value to the correct one as Camera moves to different angle degrees.

Thanks a lot.