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.
bool CapLookAtZ.
CapLookAtZ == true, the system will
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 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.

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