Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Need to 'unwind' player rotation. #22

Open
chaosophy opened this issue Jun 22, 2023 · 2 comments
Open

Need to 'unwind' player rotation. #22

chaosophy opened this issue Jun 22, 2023 · 2 comments
Labels
inprogress Fixes are on the way

Comments

@chaosophy
Copy link

Hi,

I have been playing about with the settings to get a little bit of movement/rotation to the model but came across something that doesn't seem right to me.

If you rotate three full revolutions clockwise, you then need to rotate the same amount anti-clockwise before the model will start to rotate the new direction.

I guess it is just continually upping a degrees rotated variable somewhere?

Where to me it'd make more sense, or at least be preferable to me, to have it clamped, say to the values used in the players settings.
Maybe as an extra option?

Hope I've explained this in a way that makes sense.

Thanks.

Settings ...

{ "GENERAL": { "openMenuKey": { "keys": "F8" }, "enabled": true, "spectatorAutoSwitch": true, "playerName": "", "offsetX": 0.1, "offsetY": 0.7, "rotationX": 0.0, "rotationY": 45.0, "rotationZ": 0.0, "size": 0.2, "mirror": false }, "ROTATIONS": { "pitchMin": -180.0, "pitchMax": 180.0, "pitchOffset": 0.0, "headYawMin": -45.0, "headYawMax": 45.0, "bodyYawMin": -22.5, "bodyYawMax": 22.5 }, "POSTURES": { "poseOffsetMethod": "MANUAL", "sneakingYOffset": 0.0, "swimCrawlYOffset": -120.0, "elytraYOffset": -120.0 }, "DETAILS": { "hurtFlash": true, "swingHands": true, "lightDegree": 0.0, "useWorldLight": true, "worldLightMin": 2, "renderVehicle": true } }

@LucunJi LucunJi added the inprogress Fixes are on the way label Jul 17, 2023
@LucunJi
Copy link
Owner

LucunJi commented Jul 17, 2023

Thank you! It is actually an ancient issue and I totally forget about it. Now you can try the latest version of the mod.

In the new 2.3.1 version of the mod, I try to fix it by using relative angle between head and body instead of the raw values in minecraft (the underlying raw variables for rotations can take any value). The downside of the new method is some glitches when your mouse is moving too fast.

The patch is not used for the head's rotation -- that requires a different method and I just do not have enough time.

I'm not sure if this fix works for you. Please give it a try and tell me how it goes.

@chaosophy
Copy link
Author

Hi, thanks for taking a look at this and for the update! Much appreciated.

The head fix would be nice to have but it's not too bad as it is and I certainly prefer the mod this way overall compared to the previous version.

Only had a quick test with it but all good so far.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
inprogress Fixes are on the way
Projects
None yet
Development

No branches or pull requests

2 participants