First of all: yay, you are still around :D
Sure, I could make a diagram, but I want to try to better explain the situation first.
I am using the "intercept"-algorithm (3D space, my 2D trip was a short one...) mostly for humanoid characters holding guns in their hands now, so they can predict target and projectile movement and fire in the right direction.
As the origin (the position that the target position is relative to and the point around which the character can rotate when trying to aim) I use a point on the character's up-axis, because it doesn't change when he turns left/right or looks up/down.
My first problem was that it makes little sense and looks terrible when projectiles spawn at this point (inside the character) without an initial distance that matches the distance from origin to muzzle more or less precisely. But as I noticed myself (see previous post), this problem was rather trivial.
The next problem is that a gun's muzzle isn't always located on a line between origin and target. It can be held at hips' height, for example, and the muzzle can be shifted to the right. This is the "vectorial offset" I was talking about. If I neglect this and fire projectiles from origin + initial distance, it still looks terrible, like the character is shooting out of his stomach or something...
If I could, I would spawn every projectile directly from the muzzle, but I need a solution that works with my interception-function, so I think the best I can do is to get this "offset to the side" into it somehow. I mean, if I procedurally tweak my animations a little, especially the blend/aim-spaces that are used for looking up and down, I may even be able to force the offset onto them, so it always looks exactly right. But even without that it should look good enough most of the time.
And, by the way, I intend to make projectiles always fly in the direction of the target-location, even if that means their velocity doesn't match the barrel-orientation 100%, because that's the best I could come up with. This would probably all be much cleaner, if I could use the gun's muzzle as origin. But what good is a computed aim-rotation for a gun that can't rotate freely by itself?...
So, the way I see it, this offset is completely independent of the final computed aim-direction (it's always the same...), but its impact on the computed time of interception varies with distance. And that's pretty much all I've got so far :/