I have a base AO where the character cants their weapon, yet when i use my current code for rotating the cahracters hand torwards the third person camera trace point (just a find look at rotation node) i obviously lose the Roll rotation of my bone, how can i prevent this? (beyond applying a roll rotation to bone space later on) id like to figure out a way to keep the roll of the hand bone integrated within that look at rotation result.
But that is obviously inaccurate/you can do whatever.
It leads to think the issue dpends on the socket since you are using the socket and not a bone to determine the look at node result - but that is also inaccurate.
No the issue is the look at node itslef.
It isn’t taking the existing rotation and giving you a result.
Its taking 2 end points (3float each) and giving you a rotator.
So you need to mix the result in with your existing rotator(s) instead of replacing them all.
Pull the bone rotator, not the soket.
Break the rotator on both outputs.
Make a rotator, break the input.
Swizzle your x/y/z sources however needed.
Or, do the appropriate math for combining the 2.
(Theres also a combine rotators node possibly).
Generally a look at between X endpoint and mesh Soket location only returns Z axis rotations.
But that isnt always so…