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How do I avoid gimbal flips from Motion Controller rotation?

Hi All,

I have a character that uses Motion Controllers for hands but I keep getting Gimbal flips at various angles/poses.
I have simplified my setup for testing to strip all other animation input and just feeding the MC rotation over to the Anim Blueprint as a ‘Rotator’ data type and into the Transform (Modify) Bone node.
Still getting the gimbal flips.

How have you people dealt with this?

EDIT: Writing these posts always makes me push a bit harder. I just made some new characters+anim BP’s from scratch and applied the same time based rotation generation and I now get no flips. So I must still have something in my real setup that combined with the rotation causes the flips at certain angles.

Cheers, Fred