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Question by francescoanf96 · Nov 19, 2020 at 04:36 PM · bones

Bone Rotate Only in it's local Axis

I'm trying to get Spine to look at the center of the screen, but when i rotate up the camera, the spine bone only rotate in it's local X axis. It seems to be a stupid question, because i use the "SetBoneLocalRotation" function, but.. how can i rotate it in the exact direction?

 Vector3 CenterScreen = new Vector3(GameObject.FindWithTag("CrossHair").transform.position.x,GameObject.FindWithTag("CrossHair").transform.position.y,Camera.main.farClipPlane);
                  Vector3 point = Camera.main.ScreenToWorldPoint(CenterScreen);                    
                  Vector3 forward = (point - animator.GetBoneTransform(Spine).transform.position).normalized;
                  Vector3 up = Vector3.Cross(forward, transform.right);
                  Quaternion rotation = Quaternion.Inverse(transform.rotation) * Quaternion.LookRotation(forward, up);
                  animator.SetBoneLocalRotation(Spine, rotation);    

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Answer by francescoanf96 · Nov 20, 2020 at 06:19 PM

I solved it by myself.... i post the code, maybe i can help someone...

     void OnAnimatorIK()
     {
         if(animator) {
                  Vector3 CenterScreen = new Vector3(GameObject.FindWithTag("CrossHair").transform.position.x,GameObject.FindWithTag("CrossHair").transform.position.y,Camera.main.farClipPlane);
                  Vector3 point = Camera.main.ScreenToWorldPoint(CenterScreen);                    
                  Vector3 forward = (point - animator.GetBoneTransform(Spine).transform.position).normalized;
                  Vector3 up = Vector3.Cross(forward, transform.right);
                  Quaternion rotation = Quaternion.Inverse( animator.GetBoneTransform(Spine).transform.rotation) * Quaternion.LookRotation(forward, up);
                  animator.SetBoneLocalRotation(Spine, rotation*Quaternion.Euler(0,40,0));                    
         }
     } 

The problem was in "QuaternionInverse" where I had put the main Parent rotation instead of animator.GetBoneTransform(Spine).transform.rotation. Also i add Quaternion.Euler(0,40,0) to correct the rest of the upper body which was slightly rotated in another direction than the spine, caused by the type of animation

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