Hi Jean,
Thanks for these actions, I've already implemented a float ease to good effect.
I've been attempting to have a craft that travels through different triggers, which in turn update a global variable describing 'wind' strength (float) and direction (vector3). When the craft opens a sail, it then turns into the active wind direction, stored as a vector 3, and has a force applied in the local z direction. The force application is working fine, but I'm having trouble with the attached vector 3 ease.
Note that the actions shown are part of a transition state, which then transfers to a state that is simply setting rotation and force every frame.
The global variable named WindRotationActive is ever-changing, so I'm intended to ease into it from a snapshot of the vector the craft is at on entering the state. However in practice the craft stays facing the initial vector, before snapping around to the WindRotationActive in the next state. Just wondering if I'm making any glaring errors in setup. Note that the next action is simply setting rotation to LocalCraftRotation.
I also tried to store the result as a separate vector, and set that in the following action. However in this case the craft would behave as above for some vectors, or turn to the WindRotationActive immediately on entering the transition state for others.
Edit: I realise 'relative' should be false and Loop Count -1 . I was experimenting at this point!