I just discovered that in rotators, when the pitch (y) goes over 90 or under -90, roll (x) & yaw (z) are subtract by 180 and y goes the over way (the exact formula is y<0 ? (-90 + (-90 -y)) : (90 + (90 -x)))
It’s causing me troubles cause I want to clamp the rotations of some joints of my skeletal mesh (moved by Kinect), but the jump of 180 in x & z make it real buggy.
Thus I’m looking for a node, or a formula or anything to get the true value of a rotator (by true I mean values that goes 0-360 for each component)
I’ve been searching the most I could, but I didn’t find the answer, please help