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@poopernova
made a little diagram of the solution I went with, pretty simple :ina_nod:
just takes the difference of rotation between the head orientation and the eye controller and applies it to both eyes local X direction, for the Z direction its the same thing but vertical :jahy_inspect:
in this setup the eye controller is parented to the head orientation, so whenever the head orientation moves, the eye controller comes along with it.
what I wanted to do was have the eye controller sit independent so I could move the head while the eyes stay locked towards a certain direction
I created a few systems which came very close, but they either had imperfections or were buggy.
I've thought up some solutions that could work much better but it would require me to change the model much more than i'd like to, trying to stay close to the source here :ina_nod: