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, 

I'll have to 1. find the forward vector from the center of 2 eyes, 2 work my magic then from the new transforms, reverse it back to 2 eyes.

To prevnt over-rolling to the side, up or down,



Same as SquareEnix's implementation, I also have an inner, outer, upper, lower constraints system & database in place.



To prevent Animation interference
What happends when your target moved from 5:30 to 6:30 or vice versa? Easy, you rotate your head from 3→12→9 o'clock and move eyes from 4→12→8.

Q: If the target moves back and forth?

Q: Characters aren't standing still even during idle animation right? What happens when your backward vector moves constantly (even if it's just between 5:59~6:01)? Easy, forget about the animation & spine & head bones, use CharacterController or the Capsule.

Q: OK... what happens if the character isn't facing forward? Some characters might stand with a lilo bit of attitude right?


Well... a lotta things need to be considered.























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