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Armature Rotation, lookAt on y axis, not z axis.
I'm working with an armature and need to rotate a point, or bone, continuously.
Right now, I'm working with a single finger, consisting of 4 points, or rotations. As the last point is the tip of the finger, it doesn't matter, but I'm trying to fix the rotations of the 3 points of the finger to look at the positions of the cubes (which form a finger-like shape that is meant to replicate what the finger is meant to look like.
The problem is that armatures are connected through the y-axis, and quaternion.LookAt() points with the z-axis. I need it to point with the y-axis, locking the y axis in the process, while allowing one of both of the other axes free to rotate so that the other points of the hand can align with the cubes. the cubes and points of the hand are at fixed lengths away from each other. How would I go about this?
Picture of standard armature I'm working with (and names of cubes associated with this): https://imgur.com/gallery/mv4K20K
Picture of armature with program running, cubes are what i WANT the hand to align with, but clearly the hand is busy doing its own thing XD: https://imgur.com/gallery/chn2I5P
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