Look At IK

LookAt IK can be used on any character or other hierarchy of bones to rotate a set of bones to face a target.

Note that if LookAtIK does not fit you requirements, you can also use AimIK, that is very similar, but provides a different set of parameters, to make characters (especially non-biped) look at targets.

- Add the LookAtIK component to the root GameObject. That GameObject's forward axis will be the forward direction.
- Assing Spine, head and eye bones to the component.
- Press Play.

public LookAtIK lookAt;

void LateUpdate () {

lookAt.solver.IKPositionWeight = 1f; // The master weight

lookAt.solver.IKPosition = something; // Changing the look at target

// Changing the weights of individual body parts

lookAt.solver.bodyWeight = 1f;

lookAt.solver.headWeight = 1f;

lookAt.solver.eyesWeight = 1f;

// Changing the clamp weight of individual body parts

lookAt.solver.clampWeight = 1f;

lookAt.solver.clampWeightHead = 1f;

lookAt.solver.clampWeightEyes = 1f;

}

- Add the LookAtIK component using GameObject.AddComponent().
- Call LookAtIK.solver.SetChain().

**fixTransforms**- if true, will fix all the Transforms used by the solver to their initial state in each Update. This prevents potential problems with unanimated bones and animator culling with a small cost of performance

**target**- the target Transform. If assigned, solver IKPosition will be automatically set to the position of the target**weight**- the master weight of the solver (multiplies all the other weights)**bodyWeight**- the weight of rotating the spine bones**headWeight**- the weight of rotating the head bone**eyesWeight**- the weight of rotating the eye bones**clampWeight**- clamping rotation of the spine bones. 0 is free rotation, 1 is completely clamped to zero effect**clampWeightHead**- clamping rotation of the head bone. 0 is free rotation, 1 is completely clamped to zero effect**clampWeightEyes**- clamping rotation of the eye bones. 0 is free rotation, 1 is completely clamped to zero effect**clampSmoothing**- the number of sine smoothing iterations applied to clamping to make it smoother**spineWeightCurve**- normalized weight distribution between the spine bones. The first spine bone is at "time" 0, the last spine bone is at 1**head**- the head bone**spine**- the spine bones in descending order (parents first), bones can be skipped**eyes**- the eye bones

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