Vixen
02b45cc4
csharp
public static class LookAtIk

Turns a chain of joints to face a point: the head-tracking solver, and the aim solver.

No guide page documents this yet — the page shows what the code says about itself.

Remarks

Distributed down the chain, from the root outwards. Each joint turns towards the target by its own weight; the joints after it inherit the turn and have less left to do. That is why the joints must be listed parent-first and why each one's model transform is recomputed as the pass goes: a chest that has already turned 20° means the neck is starting from somewhere else than the pose said.

The clamp is against the animated pose, not against the parent. A limit expressed relative to the parent would let a character with a turned chest look 90° further than one without, which is not what a person authoring "the head may turn 70°" means. Measured against what the animation asked for, the limit is the same wherever the body is.

There is no smoothing here and that is deliberate. A look-at that snaps as the target moves is a target that is snapping; damping belongs to whatever decides where to look, which is the only place that knows whether the character is meant to be startled.

Methods (1)

Used by (1)

  • IkTestsVixen.Animation.Tests