Question by 
               musicalhq · Jul 30, 2018 at 07:33 AM · 
                animationfirst person controllerinverse kinematic  
              
 
              How to use Inverse Kinematics to make a character look where the mouse is pointing (mouse look)?
I want to make a 3D character be the "body" of a first person controller. I want the head/arms to follow the camera. I think the best way to do this is with Inverse Kinematics but I don't really understand what they are - the documentation is not very clear.
Below is the script I currently have on my 3D rigged character:
  using UnityEngine;
  using System;
  using System.Collections;
  
  [RequireComponent(typeof(Animator))]
  
  public class IKMouseLook: MonoBehaviour
  {
  
      protected Animator m_Anim;
      public Transform lookObj = null;
      public float m_LookWeight;
      public float m_BodyWeight;
      public float m_HeadWeight;
      public float m_EyesWeight;
      public float m_ClampWeight;
  
      void Start()
      {
          m_Anim = GetComponent<Animator>();
      }
  
      void OnAnimatorIK()
      {
          m_Anim.SetLookAtWeight(m_LookWeight, m_BodyWeight, m_HeadWeight, m_EyesWeight, m_ClampWeight);  
          m_Anim.SetLookAtPosition(lookObj.transform.position);
      }
  }
What is wrong with this/am I on the right lines, or is this completely wrong?
Also, is Inverse Kinematics a pro-only feature?
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