3-Axis PhysicsHandle rotation?

Hey everyone, I’m working on adding a grabbing and rotating object system. I followed this tutorial and got a good system working but I’m experiencing some issues I can’t figure out the answer to. The main problem can be seen in the following clip:

In this clip I hold LeftMB to pick the paper up. I then hold LeftAlt to rotate.

I first move my mouse straight up and down, then I move it left and right. I then move the mouse up and down much faster and you can see how the axis seems to prevent it from moving further, causing that awful jitter. Moving fast left and right doesn’t cause any problems though.

This is what the rotate function looks like. I was wondering if anyone had some advice for how to remedy the jitter. The rotation also feels stiff and its difficult to make it face you, but no clue how to improve that. How could I make the rotation feel like a proper 3-axis gimbal? Thank you in advance!

try this, if don’t work try change the multiplication order

Thank you for such a quick response! Unfortunately I tried all 6 possible orders for the multiply and always got these errors:

Quaternions are like black magic to me so this makes very little sense :sob: Any thoughts?

the error u see in console is the node, u need multiply the first two and then the base rotation, and again if don’t rotate the way u expect try change the multiplication order or better try to use the CombineRotator node

Hmm, I must be missing something. I tried both of the following screenshots (and changed around the order many times) :

Both of these methods result in the PhysicsObject rotating completely out of control regardless of how the mouse moves. This clip is 30fps so you can’t see it but it’s rotating/flickering back and forth MUCH faster than it seems.

I can’t find any documentation on Quaternions so I don’t really understand how the MakeQuat nodes work. Changing the linear/angular dampening on the PhysicsObject didn’t help either. Any other theories? :sob: