[Image Removed]It works but the node says outdated - if i upgrade the node it breaks:
[Image Removed]
Mind you those nodes dont show in the dropdown - i am only generating them cos before i had a python script that did that and i am trying to update it to match with 5.6... So the name of the node is:
unreal.RigUnit_MathQuaternionFromRotator
and
unreal.RigUnit_MathQuaternionToRotator
They seem to work fine - but i am concered they will disappear in the next version and then im toast
I see the nodes u posted there…
So that will make me a vector instead of rotator huh? Are rotators being deprecated?
If i were to go with a vector - can i somehow make a Quat from that vector?
The goal for me here is to keep it as simple as possible and reflect what happens in maya.
No problem, happy to help. I recommend updating your nodes as you see things marked as (Outdated), making sure things stay functioning for the future, but also to make that you stay up to date with any workflow adjustments.
This one is slightly more complex in node structure, but is more true to code.
Well, the answer is a bit more complex. Yes, that particular node was deprecated; rotators are not deprecated. We changed the user experience to the cast method for some flexibility and flow reasons. Many of the RigUnit_Math nodes have been moved into FRigVMFunction_Math style nodes.
That said, nodes that are marked as (Outdated) can be resolved to what their new format should be with a right-click method.[Image Removed]
But in terms of what you’re trying to do, you can do that. But you would use the Cast nodes to do so. Looking like:
[Image Removed]Which allows you to click on the output pin and choose what type of output you want.
[Image Removed]Then, you can make your rotator
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Hopefully this helps, but you should be able to recreate 1-1 with your setup in Maya. You can use rotators, quats, eulers, whatever makes the most sense for you.