keeping normal to a surface

Hi, I have a character skating on a surface. How do I make him normal to the part of the surface his ray is colliding with? I guess there are three parts to the question then:

  1. How do I get the normal of just the collided polygon?
  2. How do I apply that normal to the character, while still maintaining the same heading?
  3. How would I interpolate to keep the character from jumping between one orientation and the next, like on curved ramp?

Hi,

Sounds like you are asking the same question that was asked in this thread and other threads linked within it.

David

Thanks a lot. Sounds like it is a fairly standard problem.