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A forum post by QuietlyWrong

OK: here's the concept, simple enough:

map the DualShock's rotation in the real world to an object in a Dream scene.

So however you pitch, roll and yaw your controller, the thing in the scene follows suit, probably somewhat dampened and with an option to limit the degree of rotation.

A neat piece of logic with a hundred fun uses.

So after failing for a while, I investigate.

I take the output from the Motion Sensor gizmo (page two of the Controller Sensor's settings), wire it to a splitter and thence to number outputs.

Apart from the signal type, there are three outputs, which I assume will relate to X, Y and Z axis rotation.

Sure enough:
'A' maps to pitch
'B' maps to yaw
'C' maps to roll.

But the actual values are pretty unusable - they seen to be a combination of speed AND angle.

For example, if I place the DS4 on a flat surface, zero it by holding Options, and then rotate it clockwise very gently, the signal goes from 0 to roughly -0.35 as I go from North to North East. Then, to my curiosity, the signal stays around -0.35 if I continue a gentle turning. Doesn't matter for how long, how many revolutions, it sticks at -0.35.

OK, I could work with that except that the INSTANT you reverse direction, the signal returns to zero over a yaw angle of 40 degrees or so.

I can't even describe what happens for the pitch angle, except to say that the controller knows when it's almost upside down and does change its signal at that point, and that the maximum is 0.27 instead of 0.35.

Roll is the only one signal that appears to be usable, going from 0 to 3.00 when upside down then back from -3.00 to 0 and doing so in relation to the real world, not just its own recent history.

To make pitch and yaw particularly useless, their outputs include some sort of rotation speed factor, so the faster you spin them, the stronger the output.

I give up. Is this just the way things are, a hardware limitation, a bug, am I missing a better solution?

If you've got this far, kudos. 👍

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