Hi. I have been using a considerable amount of hours to decipher the simulation of a device rotating around an axis accordingly to the ocean movement. The setup is the same as many videos show when it comes to simulating a boat or buoy floating on the ocean. Basically, you have a shrink-wrapped plane on to the ocean (mesh with ocean modifier). The mesh that needs to simulate to rotate in relation to the waves has a Constraint>Copy rotation with the target to the shrink-wrapped plane and the axis is set to the axis orientation you need to rotate the mesh. My mesh (the one that needs to be affected) its rotated in its starting point (when the ocean is flat) therefore I am using Mix>Add to add the degrees generated on top of the already rotated axis.
Unfortunately, I can not share the scene. I would like to know how the hell the rotation gets generated via the shrinkwrap. Are the vertexes moving in the z-direction when the waves come being translated to degrees in the mesh I need to rotate? Maybe if I understand the theory I get closer to achieve my goal.