A brief intrruduction to my ControlRig_LookAt implementation.

A brief intrruduction to my ControlRig_LookAt implementation . There are total 7 controls. bool EnableLookAt and Vector3D LookAtTarget . ELookAtHelper_TorsoOverwrite EnableLookAt_Torso and Vector3D LookAtTarget_Torso . ELookAtHelper_Overwrite EnableLookAt_Eye and Vector3D LookAtTarget_Eye . bool CapLookAtZ . When EnableLookAt == true, it rotates pelvis, spines, neck, head and eye bones. When EnableLookAt_Torso == Overwrites, you get to rotate pelvis & spines seperately. When EnableLookAt_Torso == Disable, rotates nothing below neck bone. When EnableLookAt_Eye == Overwrites, you get to rotate eyes seperately. CapLookAtZ == true, the system will 1. prevent from happening if the target is too close or right in your face. and 2. prevent from happening if our target is right below your feet. Also, to prevent cross-eyed...