Hi, im using things like “Quaternion Euler” “Smooth Damp Angle” “Math ATan2” “Rad2Degrees”, for a simple third person controller, and by the time my gamepad analog stick movement input gets to my character controller output, the damned thing is no longer analog!!! and i cant find a way to remultiply it by my input to try and save it by the end again.
is this normal? how to run all those calculations on an analog stick input and keep analog sensitivity? its jumping to always full speed character movement! is it not possible to run those calculations and keep input preserved??
I should mention that it is just a straight up copy of the Brackeys third person controller (with cinemachine, using BOLT). after my deadzone. the two stages of processing. and as you can see, they output a full -1 on each axis when moving the character a slight touch diagonally up left (note that the input image was a different direction pressed). is this right?
Haha, I was honestly not expecting screenshots of visual scripting!
To me, it doesn’t appear as though the input is wired to the output directly at all. Instead in your Move Final Processing section, you’re multiplying the rotation of the camera by a Forward vector. If instead you multiply it by StickMoveInput, you should get a camera-relative movement out.
welp, i posted it here because i didnt think it was too relevant to Bolt specifically as much as the code being used in it.
but i may be wrong.
anyway i managed to multiply my stick move input by the move direction (for some dumb reason it wasnt letting my multiply it last night using the multiply generic node even though it should have, so i switched it to a vector 3 node).
(edit: for the record i tried swapping out the forward node for the stick move input, but still bonkers)
so now it has sensitivity, but in all weird wrong directions, mostly the direction my camera is facing. even pressing back. so I need to somehow figure out what to do with the input and move direction. somehow these go together, beyond a simple multiplication.
The problem is that for those of us who are used to reading text code, deciphering node logic can be difficult. As you can tell, my suggestion didn’t go exactly as planned! The folks over at the visual scripting forum will probably be able to read your code better than we can.