Having trouble deriving neck rotation from lookat rotation
I'm trying to write an event in my AI controller which rotates the model's head to look at an actor. My first attempt was to just use FindLookAtRotation, and set the resulting rotator as the desired rotation of the head bone:
This produces weird results, and usually ends up with the character looking in a completely unrelated direction. My assumption is that either FindLookAtRotation isn't returning the result I think it is (although the API says it's just the rotation necessary to face the target vector; that seems right), or there's some kind of weird world-local space confusion that I'm not catching. (I know the head bone, at least, rotates locally: FRotator(0,0,0) will always make the head look straight ahead).
So is there an obvious problem with how I'm using rotators? My use case is so simple that I must be doing something really fundamental wrong.
asked Oct 27 '16 at 06:16 AM in Blueprint Scripting
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