[FEATURE REQUEST]: New Setting for 6DOF implementation: Deactivate Rotation of attachement
CURRENT IDEA: I was still looking for the source of bullets. Came across a specific playermesh. I tried attaaching it to th right controller which delivered what i think was proper full 6dof aiming. I could aim and fire at something without changing trajectory by moving my head around and keeping my right hand fixed (rested it against object), which was not the case before with all my other tries.
ISSUE: thing however was that aiming method right hand, which is needed to also keep the UI stable and so on, also is indirectly or directly attached to that Playermesh it seems and moving my right hand up and down for example would cause double the amount of rotation. Using another aiming method showed that rotation is back to one time.
SOLUTION: I think it would offer proper full 6dof then if i could turn off the rotation in the attached right hand. Surely I might still miss some connected layers in between that could fix the issue too but at this point if there was an option to turn off the rotation in a specific attachement it could also work.
im like 99 percent sure this would give full 6dof to ready or not at least.❤️
Did the following setup in ReadyOrNot: Aiming method left hand Right controller: attached to mesh1p(which is the source of aim and also contains a bulletspawn node), attached to weaponmesh node (in order to set a perfect zeroin for the optics)
Observation: Moving my right controller now offers FULL REAL 6dof aiming. Moving my left controller ALSO influences the pitch of the aiming. Having both controlled by the right controller would cause as my suspicions were double rotation. at least pitch side. Using GAME as aiming method, the problem now is that the recoil is causing the image to go upward with every shot. else this would in theory work.
Solution: -1. have fixed rotation in aiming method,- EDIT: not good as this is needed for UI interaction OR 2. PREFERED: have tickable rotation axis in controller attachement. In this case I would need ONLY the yaw but i do need it. OR 3. Add an option to Camera: FORCED LEVEL PITCH. to keep pitch on same level.
Has been resolved. THe "PERMANENT CHANGE" option was actually really important I didnt realise what it did.