Problems with consistency

Been making a FPS game for a while now, I’ve been following MizzoFrizzo’s videos on how to make a true FP camera and weapons, but. When I’m trying to make my handgun holding animation activate when I pickup a weapon, moving the camera vertically is acting weird


Horizontally it works fine, but vertically it doesn’t seem to follow the camera movement to it’s fullest.

I’m using the “true FP camera” technique where the camera moves by adjusting the spine bones on the skeleton of the character. Tried every combination to connect the caches to the output of the animgraph but it doesn’t fix the problem

Any idea on how to make it work properly?

It seems like all the rotation values you plug in the transform bone nodes are dependent on a single axis. Which of the 2 other axis you should plug in a second value depends on the rotation of your model’s bones, but you should insert an additional variable to the one which represents that vertacy you want.

Hey, and how exactly do I do that?
I’m kinda new to animations and such, been basically following the tutorials by the book (exept this part cause the video was using a third person template).

In the original, after the blend pose, they connect it to a layered blend pose in the Blend Poses 0 node and put the “idle” animation on the Base Pose Node. Thought if I put the Blend Poses in the already existing Layered Blend (used for the spine rotation for camera movement) it would work

You see that float type variable of yours named “pitch”? That’s set to the control rotation’s rotation value around the z axis right? The same thing, but do it for the rotation around the y axis (Or it might be x axis. Like I said, it depends on the bone rotations of your model.)

It might be more organized if you do that the same way, keeping the approach in the tutorial you’ve watched consistent. But meanwhile, I’ll try to find a tutorial I remember on this topic if you need visualization :blush:


Here it is! It’s 3rd person but it doesn’t really matter, you can just apply the same thing :innocent:

I was searching for the above because that was what I watched personally, but I also found one for first person: https://m.youtube.com/watch?v=EItPfLHS70Q

Though the implementation of that vertical aiming you’re struggling on are all similar in these videos, probably in the one you’ve watched as well. Like I said before, I don’t think you need to rewatch an entire tutorial because I think the only thing missing is a second variable. I believe you got that “pitch” variable you’re using by splitting the pins of a control rotation node or a similar one which returns the same values. All you need to do is just creating a new variable and setting it to be one of the other 2 empty pins which have been split.