Unified Rotations

AnthonySTUDIOS - Oct 10, 2020

Create rotations of any kind. This is a powerful rotation framework that allows users to create complex rotations by simply dragging and dropping, and setting parameters. Covers nearly every case of rotation from bi-axial rotation, to compound rotations.

  • Supported Platforms
  • Supported Engine Versions
    4.25
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

Trailer: https://youtu.be/bcNEl66kKbI

Demo: Google_drive

Discord: discord.gg/zdX9PCt


Allows users to focus on the essential rotation animations (controlled through parameters), instead of spending countless hours learning, applying, and debugging complex math associated with Quaternions, relative transforms, and gimbal lock issues.


This is a powerful rotation framework that allows users to create complex rotations by simply dragging and dropping, and setting parameters. Covers nearly every case of rotation from bi-axial rotation, to compound rotations.


It uses a generalized reference-tether-self framework that allows for both normal rotations, as well as pivotal rotations that are not centered around centroid(0, 0, 0), allowing for complex rotations, like bi-axial rotation and compound rotations with different base pivot references.


Allows you to rotate any object, from meshes, to actors and characters, without adding extra BP code. Just attach your mesh, drag and drop, and let the framework do the rest.

Technical Details

Features:

  •  Over 40 base variables to modify to fine tune your rotations
  •  Covers nearly every aspect of rotation
  • Allows users to drag and drop, and set desired parameters for instant rotation effect
  • Chain as many meshes or actors for compound rotation effects, without gimbal lock


Math features:

  • Bi-axial rotation
  • Virtual Tether reference for pivot rotation (rotation not centered at centroid(0, 0, 0))
  • Framework handles multiple transform references and quaternion calculations, exposing only necessary variables for user.
  • Ticking rotations with smooth interp (Rotation mimicking a clock ticking motion)
  • Compound rotations involving multiple actors
  • Custom axial rotation defined by a directional vector
  • Oscillations in local and world space
  • Inverting rotations
  • Rotational limits and threshold settings
  • And More (within BP framework)