I know it’s been nearly a month, but could you not just implement the Turn In Place method showcased with the paragon characters?
Seems to work well enough for my socketed or not socketed cameras even if I still get motion sick because of the animation sway’s.
Examples at the bottom of this.
You may need to implement aim offset with a blend if you need your feet to not be the additive pose
the layer blend is on pelvis bone, depth 1, with rotation blend checked. The root yaw offset is driven by the actor rotation. You’ll figure it out if you follow the vids or break apart the sample project. If you haven’t already.
Overall, it really sucks that most marketplace animations drive me to puke when in first person, so I’m still after a proper solution to eliminate that all-together… Right now I’m thinking of just locking the head bone in place and have the camera handle rotation.
In a mirror this would probably cause the neck to stretch up and down, and in a multiplayer game it might also look odd, so it’s not a perfect solution to the problem. comes close though, because I could go back to the way the first person template works and append the mesh to the camera instead…