Add a 'local space' Motion Sensor output to the Controller Sensor
The current gyro output for the Controller Sensor (Motion Sensor) appears to be based on the world space relative to the Scene, based on the camera direction when gyro was last recalibrated (by holding options to recentre Imp). This is good for certain gyro applications, however when gyro is directly tied to camera controls, the output becomes useless as the camera turns away from the calibration neutral point.
The current solution is to convert the split gyro outputs to local space, with some complex maths logic. For example, this Element does the job well: https://indreams.me/element/omouscKuRvi
However, there is still some precision loss, not to mention the Gameplay Thermo overhead, when using convertor logic. It would be more user friendly and accurate to just have an optional local space gyro output from the Controller Sensor.
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Yeah, it is frustrating.
Just a little point... As far as I know, it doesn't use the last calibrated angle or whatever; just the camera view. Like "left stick." What tests are you doing that indicate that's not the case? I'd like to test myself to better understand the engine, if I've got this wrong.
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@TAPgiles When I was first testing my gyro fps puppet, I noticed the values from the Motion Sensor output would most diverge when I turned 90° left or right from the original direction I was facing. If I then turned back to that direction, then it would control more normally again.
I think it might only be relevant to camera view if you've got the Imp out, but honestly I've not looked into it too much more after I added the local space stabiliser logic.
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My experience matches the findings of OgTheEnigma, if you put a controller sensor on a sculpt (i'm personally not using a puppet) the input of the controller becomes more and more unreliable the more you rotate the camera. You can try by controlling the roll with the gyro, then rotate the controlled sculpt left or right, and re-trying.
It would be nice to have a local space option for gyro, right now it can become pretty unintuitive.
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I can confirm that and it bothers me since that makes using moves useless in VR, if you make flying controls.
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