[Third Person Template] 6DOF Gimbal Lock problem.

I had forgotten about this thread also paradoc. Thanks for posting that blueprint.

While it works well in top down, the third person character blueprint is a bit annoying to work with. But I think a little bit of tweaking and I’ll have something that I can share that works. Zero-G stuff and 6DOF isn’t priority number 1 right now, but I know once it’s working, I’ll be super happy :slight_smile:

The issues I am currently running into now is that the camera rotation is different to that of the actual character rotation, so the camera movement accelerates faster than the mesh obviously causing odd issues.
Thankfully, I don’t think it is a difficult fix. It is a matter of locking the camera to look straight ahead, and allow the pitch value to control the player mesh rather than the camera.

The other issue is that once flipped upside down, when the player turns right, the mesh and camera actually turn left (from the camera perspective) and vice versa, so I think there would just need to be a value check to if player’s pitch value is upside down, then reverse the yaw value modifier or something like that.

Ideally, I would make a rotation threshold where if the player moved his head beyond the threshold upwards or downwards, then the players body (mesh) would follow to make the experience feel a little smoother and polished.

I haven’t played Adr1ft without the Oculus Rift, but I imagine that there would be a similar control system for those playing without a VR device.

Anyway paradoc, once again, thank you for posting that, you’ve got me all excited to attempt doing 6dof zero-g stuff again :slight_smile: