Hello all,
i have a character that interacts with a animated seat . character interacts , animation plays to sit , animation plays and moves seat and character .
character has a boom slotted in the head join , i look the view so when animations play we are locked to what ever the head is doing .
when the seat finishes animating leaves the character looking up on Z. (his chest is oriented to up) .
i copy cameras rotation and apply to the controler and give back control to user .
The problem is that the orientation of the yaw and pitch are not align with final view . Its like the rotation system still sees Z+ as up when it should be having X+ or something similar .
How can i make it where ever the camera is looking to “reset” its orientation facing to that direction so mouse up /down left /right work as expected and i dont have to put new clamps on pitch (because its locked at +90)
i think at the end of the animation you want to get the relevant rotation of the camera, set it as a variable, and then set that to the relevant rotation of the camera afterwards. it sounds like its converting between local and world space.
when character (with camera on a boom on his head bone) interacts with seat :
i set use pawn rotation to false
use controller rotation to false
disable collisions
play character animation that he sits
set the control rotation to match the orientation of being in front of the seat
move component close to seat
attach character root to the seat skeleton
then play skeletal animation on seat
wait for it to finish an then i dethatch
set the control rotation to be the same as the camera after the animation
then i set use pawn rotation to true
use controller rotation to true
reset ignore look input .
My issue is that when we finish the camera is oriented correctly but the left/right on the mouse dont correspond to yaw pitch at camera orientation.
What ive just did and works but not sure if its the correct way , i dont enable movement to user but calculate new up and front vectors of the camera at final orientation and on the actors(seat) event tick i get mouse deltas and rotate the camera’s boom .
So summarizing my issue is that the pitch is happening only XY plane and Yaw in Z (up) axis but i want to have pitch and yaw in arbitrary orientations. my jerry rig solution seems to work but something tells me there is a elegant way ? input modifiers !