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    Rotation Wobble

    Hi.

    How to properly build up rotator without giving massive wobble effect (gimbal lock?).

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    If u combine two rotator components with make rotator it causes this effect when moving closer to the follower.

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    http://www.kakepla.net

    #2
    Your wobble gimbal comes from the fact that you are making a rotator by the two broken components of two other rotators. Those are normally incompatible with others and only work as a set.
    Instead of doing that you should have the merge happen on a vector level.
    Have a look at these two nodes.. I think you will have a much more stable solution by using either of these to assemble your final rotator.

    https://docs.unrealengine.com/latest...xes/index.html

    https://docs.unrealengine.com/latest...gle/index.html

    Comment


      #3
      With my poor skills in math, i gave it a try with Make Rotation from Axes node.

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      There is still the wobble. So i quess have to try axis and angle. RInterp To also works in all solutions unless u put Interp Speed too high.
      http://www.kakepla.net

      Comment


        #4
        To create a proper rotator you need the other two axes as well, generally its built out of a tangent (forward vector), a normal (up vector), and a biNormal (right vector). Have a look at some generic vector and matrix math docs to get a basic grasp on it..

        But, from what I can see you are trying to have your actor aim at an other actor? Like a target lock? I implemented a very simple one a few weeks ago, maybe this helps:

        Comment


          #5
          Yes, that is the goal to have a stationary object to follow a moving target. I will try to look and study this more as u adviced.
          http://www.kakepla.net

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            #6
            So here is what i got debugged so far today. The problem clearly is this.

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            No matter how u build up ur rotation, the wobble will come out.

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            This is the structure of objects.

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            http://www.kakepla.net

            Comment


              #7
              So here is what i got squeezed out from my little brain today.

              The wobble comes out if the setting is like this.

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              If we eliminate the forward vector, which is useless anyways, the wobble is gone for now.

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              Only conclusion is that if we use Find Look at Rotation too far away from pivot point, the rotation gets excited and starts to wobble.

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              http://www.kakepla.net

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