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Question by SergeantBiscuits · Feb 07, 2013 at 10:27 AM · randomdirectionanglesmoothorientation

Random /Organic/ Weapon Inaccuracy

Hey guys, here's an interesting one.

I want to simulate the way the orientation of a firearm "creeps" while you hold it in your hands. That is, I need some manner a generating a sort of smooth random x and y rotation over time.

I've researched bezier curves, perlin noise, noise curves, and all sorts of other things but I can't seem to get a bead on something that would be appropriate for this situation.

My best guess at the moment is using some kind of randomized polar coordinate function, where the radius change between -1 and 1 while the angle randomly rotates around, but I can see this leading to some weird movement.

Any ideas how something like this could be accomplished?

Cheers,

Wes

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Answer by SergeantBiscuits · Apr 11, 2013 at 08:06 AM

Well, I managed to make something passable. This randomly deflects a horizontal/vertical angle "point of aim" by up to 'maxCreepAngle' smoothly over time.

This goes in Update() or whatever:

 var maxCreepAngle : float = 1.0;
 var creepMinRapidity : float = 2.0;
 var creepRelaxedness : float = 3.0;
 
 viewCreepXCooldown -= Time.deltaTime;
 if( viewCreepXCooldown <= 0 )
 {
     viewCreepXCooldown = Random.Range( 0.0, creepMinRapidity );
     viewCreepXTarget = Random.Range( -maxCreepAngle, maxCreepAngle );
 }
 viewCreepX = Mathf.SmoothDamp( viewCreepX, viewCreepXTarget, viewCreepXVel, creepRelaxedness );
 
 viewCreepYCooldown -= Time.deltaTime;
 if( viewCreepYCooldown <= 0 )
 {
     viewCreepYCooldown = Random.Range( 0.0, creepMinRapidity );
     viewCreepYTarget = Random.Range( -maxCreepAngle, maxCreepAngle );
 }
 viewCreepY = Mathf.SmoothDamp( viewCreepY, viewCreepYTarget, viewCreepYVel, creepRelaxedness );

Just add viewCreepX and viewCreepY to your camera/weapon/whatever angles and you're good to go.

Maybe someone will find this useful for an FPS or similar.

Peace out.

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