How to transform local rotations to absolute rotations?

It will do the same thing… like I said, the second order solver needs to have an input that is not clamped, because of continuity.

I’m a little confused. People have plenty of problems coding first person shooters, but I’ve never seen anyone talking about problems with the gun jumping like that, or talking about second order solvers.

I’m wondering if it’s the way you’re approaching the whole thing.

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It’s not really a big deal. I just wanted to try introduce vibrations to my rotational movement, therefore I have to use second-order dynamics. However, the input here was the problem and needed to be a non-clamped angle. The solution to this was actually simple, I just needed to define a new variable where I just add delta rotation in it every tick. Never really thought about it because I’m not sure how is it going to delay or affect the response of the rotation. thanks to JoSf