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Up Vector with Multi-Aim Constraint?

Discussion in 'Animation Rigging' started by Edeff, Feb 28, 2020.

  1. Edeff

    Edeff

    Joined:
    Dec 9, 2019
    Posts:
    11
    I could be mistaking the cause, but there doesn't seem to be a way to define an up vector for the multi aim constraint, meaning this system is unusable to control a head's turning as it creates some really unnatural positions.

    Is there a workaround to this?
     
  2. Jebtor

    Jebtor

    Unity Technologies

    Joined:
    Apr 18, 2018
    Posts:
    115
    Correct, the multi-aim constraint does not have an up vector. We are aware of the issue and its implications. We hope to address this soon. It may be a while before this makes it way to the public package however...

    A work around could be to duplicate and modify the multi-aim constraint to take an up vector into account. The algorithm for the multi-aim constraint can be found in
    Runtime/AnimationJobs/MultiAimConstraintJob.cs
    . Alternatively, locking axes on the constraint might just work out depending on your case.