AnimLookAt
Since 0.6
Fields
| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
bones | string[] | yes | Top to bottom — spine, chest, neck, head. The last one is the bone that ends up pointing at the target; the others curve towards it. | ||
target | Vec3 | no | A fixed world-space point to look at. Usually absent: what a character looks at is whatever the game says, set through ctx.animator.lookAt. | ||
limits | AnimLookAtLimits | yes | |||
weight | number | yes | Blended in 0..1, as on ik. At 0 the pose is untouched. | ||
smoothing | number | yes | Seconds. The time constant of the exponential the aim eases along, so the same number means the same settling time at any frame rate. 0 is instant; 0.15 is a head that does not jitter after a moving target. Clearing the target eases back along the same constant rather than dropping the aim in one frame. |