My character is twisting/rotating/skewing when he should only be looking directly up/down. Honestly I don't know how to explain my problem in words, which is probably why I'm clueless as to how to approach fixing it as well. Here's an example of what I mean: https://i.imgur.com/Axnzs9u.mp4 The camera transform (highlighted in the scene view) should not be moving sideways, but it is. Or that is, I don't want it to move sideways, I only want it to move straight up and down, which would mean the head should only move up and down as that's where the camera is positioned, but currently it is moving side to side. And I have no idea how to fix it. My character setup is what you see in the hierarchy on the right there. I have a camera with a simple mouse look script, currently with the x-axis disabled. Every frame I set the camera position to the character's head position (it could be a child, but I just wanted it easily accessible in the hierarchy) and I set the camera's rotation to match my mouse look input. Then I position the aim target in front of the camera's forward vector, and the Animation Rigging stuff looks at the aim target. There's a head constraint which looks directly at the aim target and there's the spine setup where each subsequent link looks more and more at it, starting with the lowest at the bottom and getting higher nearer the top, to get a smooth bend. They are all using the Multi-Aim Constraint. Currently I have made no changes to the settings for the constraints, they look like this: https://i.imgur.com/HLQuiqE.png But I have experimented with all the axes, offsets and limits without having gotten any closer to what I want. I feel like this shouldn't be so hard, but there are so many variables when it comes to working with 3d rigs and animation that it I find it so utterly frustrating and overwhelming. Like how far back is the root of this problem? Is the rig broken? Is the character idle animation broken? I've probably spent a hundreds hours on this if not more and I'm no closer to what I want and I hate thinking about all the wasted time. I could have spent that time having fun designing games or writing game logic, instead I'm killing myself with this, but I so dearly want a solid foundation to build upon. :/ And if it isn't clear by now I don't exactly have a firm grasp of 3d vectors, rotations etc. It's mostly trial and error until I get the result I'm after, but I want to learn about it and I felt achieving something like this should be manageable for me, but maybe it just isn't. I have tried doing this long before the Animation Rigging package was a thing using the animator IK system which involved quite a bit of scripting, mostly fiddling with the head/body look-at samples provided by Unity over the years, but I've never gotten anywhere. The saddest part is that this is the closest I've gotten so far, and this current attempt is only a few game objects and a few default components. But this is also the reason why the Animation Rigging package has reinvigorated me. I've done so little work with it and gotten so close to what I want. But I guess the fundamental question I'm struggling with is: Am I supposed to be able to get what I want without scripting with this system? Or am I misinterpreting the entire thing then? If I make each bone in my rig shoot a ray towards the direction they are facing then I can see that they are all intersecting the aim target so I guess the system is doing exactly what I've told it to do, and instead the problem is that I don't know what to tell the system to get what I want to achieve. But must I involve scripting to get there or should I be able to do it just in the inspector? And if I need to involve some scripting, where do I even begin? Also where does this rotation/twisting originate from? In my head if all the bones are facing the aim target then they should also bend directly towards it, but instead they bend out to the side as if they are following the rotations they had originally in the idle animation or being told by something else that they need to rotate like this. Also, if I don't have an animation on my character and leave him in the t-pose or I have an animation where the hips, spine, head etc. all have no rotation on them then this works as I want it to, but surely that can't be a limitation here? That would be impossible to work with. There are so many games that do this sort of thing and I know Final IK even ships with a demo scene which does this as well, but I want to use free systems so that I can open source my projects, and ironically I want to learn the built-in systems rather than third party solutions because I feel that would be most future proof, but with Unity that hasn't really been the case lately. I'm just hoping that if I finally learn this and get this working that this is something that sticks around and isn't deprecated soon for something else... I also just discovered this thing which has a really solid looking character with full body IK on him which looks interesting to me, but what is this made with? https://github.com/Unity-Technologies/animation-jobs-samples Is that made in a deprecated system? Is Animation Rigging the replacement? Or are they different things? Can they be used together? Or is Animation Rigging the GUI for the animation jobs thing? And what is this? https://docs.unity3d.com/Manual/Playables.html Is this the foundation for both the above samples and the Animation Rigging Package? Can all these things be used in conjunction with each other? If anyone is able to shed some light on this I would be ecstatic. This is by far the project I want to proceed with the most, but working with it at this point in time, being stuck with this stuff, is excruciating.