Since you did not mention the “Front facing” and “main axis rotation” inputs, I assume you did not set them.
If you want to rotate on the z axis alone, you would have to set the z axis as the “main rotation axis” and then check "disable secondary rotation.
As for the front facing input, it will most likely be the x or y axis.
As I cannot come up with a good explanation right now, here is a small example: let’s say you have modelled an arrow which is pointing into a certain direction in blender and you want that arrow to target the player in the game. If your arrow points in the x direction in blender, the front facing would be the x axis. If it would point into the y direction, it would be the y axis. You can also let it point somewhere between the x and y axis and then enter a vector which has both x and y components.
- The vector does not need to be normalized (also applies to the main rotation axis)
- It is important where the model is pointing to in blender.
- Thus, do not use the look vector of the “vector from transform” node.
As for documentation, I would have really liked to add some hints to it in blender, like tooltips, when hovering over the different inputs, but I don’t know whether this is possible. Googling it again, it seems like I could add a tooltip to the node itself, which would be displayed when you want to add the node.
Or a little question mark in the top right corner of the node would be great, but I don’t know whether it’s possible with blender nodes.
Another idea: there already is an “open node source” button. So it should be possible to add a “show node help/documentation” button.