I employed vast amounts of trial and error to get the rotation behavior in the patch below. It has input setup for gamepad (works on my DS4) and keyboard with left stick / WASD for pitch / yaw and triggers / QE for roll. Rotation is applied locally per axis instead of globally.
It still feels a bit weird applied to the camera, but I think it is right. The view of the camera helper thing looks right. Maybe the “primary” (WASD / stick) controls should be pitch / roll instead of pitch / yaw, but I haven’t done that yet. Also, I guess maybe it would feel more natural if there was stuff in the scene.
Hope this is helpful for anyone looking for this. Rotations are always difficult.
gamepad2.vl (99.5 KB)