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Question by Sprakle · Jul 02, 2014 at 08:18 AM · transformblenderbone

Eye bone twisting

I have a bone-based eye that needs to look towards a target. You would think this would be as simple as using transform.forward = direction, but Blender and Unity's bone axis differ. To compensate, I set transform.right instead.

This results in unwanted "twisting" of the eye, as you can see here:

Gif (2.3MB)

Gfycat (800K)

How would this be done correctly?

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avatar image DavidDebnar · Jul 02, 2014 at 08:32 AM 0
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Have a look at Quaternion.LookRotation

avatar image Sprakle · Jul 02, 2014 at 09:14 AM 0
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@dzebna That doesn't get around the Unity/Blender axis problem. transform.forward does not match up the the direction a bone is really facing. Ins$$anonymous$$d, it's -transform.right

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Answer by andrew-lukasik · Jul 02, 2014 at 01:33 PM

This should help:

 transform.LookAt( target );
 transform.Rotate( new Vector3(0f,-90f,0f) , Space.Self );
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avatar image Sprakle · Jul 02, 2014 at 06:44 PM 0
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Surprisingly simple! I was going about it the other way around, trying to add an offset to the target vector.

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