I am building systems for Procedural first person rig movement.
Procedural idle movement: Continous rotation between +/- target values on each axis of rotation at axis independent rates around some point
Procedural sway: Leading/Trailing rotation on weapon around some point.
These rotations must occur around different points. Procedural idle movement occurs around a point between the “shoulders”. Procedural sway rotations will occur around the center of gravity of the weapon.
My question should be a fairly simple one with many solutions. I am curious to hear what methods this can be done in Unreal:
Will this solution work?
0.5. Get Vector length (V) from FPSArms Pivot to RotationPoint (Rp)
1. Set Relative Location of FPSArms to (Rp)
2,3. Set Relative Rotation of FPSArms to New Rotation (Rn)
3.5. Get Down Vector from (Rp) * (V) = New Location (Ln)
4. Set Relative Location of FPSArms to (Ln)
Is there a cleaner way to do this? I have heard about RotateVectorAroundAxis and MatrixRotators but I am not sure how to use those or if they’re applicable.