I’m trying to create a blueprint where a user will be able to turn a big bowl in VR in only the Z axis. It has 3 parts, a top, a middle, and a bottom. I’d like to be able to have the top and bottom parts to rotate in a positive direction, while the middle part rotates in a negative direction. I have a screengrab of what I have so far, just trying to figure out what I’m doing wrong. The handles are the parent of the Top, Mid and bottom parts of the bowl as well:
I would use the add rotation node. I would also use local space instead of world space. On the top and bottom you add positive rotation, and the middle add negative rotation.
I have not worked with VR or motion controllers sadly. They way I would try and do it with a motion controller is save the location of the controller at tick and then determine the offset between it and the last tick and make a rotation based on that.
Hey thanks again for the replies. I’m actually not familiar with these nodes, but I’ll try to see if I can find some examples of how they’re used. I’m pretty new to blueprints so I’m still figuring this system out.
Its a custom vector variable, the difference is that instead using a “break vector” node he has spitted the output. You can do this by right clicking on the pin output of the variable and chose “split output” or something like this, so you will get the individual XYZ vectors as float values.
The way they rotate the crank in this video is exactly what I’m looking for, the only difference is that I would need the middle section to rotate in an opposite direction and it would be on the Z axis:
I sort of figured this out, now I just need to know if there’s any way to create more than one physics constraint component so I can grab all four handles instead of just one.