Trailer!
Youtube tutorials coming soon!
Windows Demo - (0.55 GB. Please note debug draws will not work in standalone demo.)
This is a single body look-at targeting control rig that works with any skeletal mesh that has the commonly established bone/joint conventions of:
-root > pelvis > spine_01 > spine_02 > spine_03 > spine_04 > spine_05 > neck_01 > neck_02 > head
-With additional logic (arm re-aim) looking for upperarm_r and upperarm_l
This convention is seen in Echo, Unreal Mannequin (Manny and Quinn) 5.0, UEFN Skeleton and Metahumans, among other skeletons.
If your skeletal mesh has these bone names in the correct hierarchy with the appropriate joint rotations then the rig will work for you, all you need to do is supply it with a target location vector, but dozens of settings are exposed if you want to use them, giving you maximum control. More setup information in the documentation!
Features:
-Will work with any size character with the aforementioned bone names.
-A range of exposed values for interpolation speed, delay, and effect.
-Automatic look away when look target is out of cone of vision
-Cone of vision adjustment
-Pick between a blend of pelvis and head as cone of vision fwd, use either strictly, or just use the characters root!
-Radius adjustment
-Optional use of up vector angle checks (based on what is being considered forward vector) to prevent flipping when look target is above
-Optional "Interest system" that applies multiple posture adjustments based on target velocity and time spent looking at target
-Smoothed incoming values - if editing the various settings dynamically, you can expect smooth transitions for each variable.
-Optional chest influence variable (optionally affected by "Interest")
-Optional raycast checks for objects blocking the look target line of sight.
-Optional 2D offsets for the given look target (relative to the character's head) as well as 3D depth offset that work on top of every system give you ultimate control over what a character is looking at.
-Options for adjusting the feeling of transitions (going from look-at to look-away)
-Options for adjusting the head/neck position when a character is looking behind them for more natural posing
-Multiple options for disabling the system by distance to save on performance
-Debug draws built for handling many characters on screen at once - support for color variation and symbols to reflect awareness "!" and "X". Shows raycast blockage, connection lines, scale by distance and more.
-Example demo level with dozens of settings examples! There is a windows demo but note the debug draws won't show in it!
-Continued updates and expansion are planned. See the documentation for more info.
Please email the creator via the email in the https://docs.google.com/document/d/1pi_8gSseJLCMerXDSNiQZPbI75wBs2YCy1FqCc5rRig/edit?tab=t.0 for any questions or suggestions!
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Project Requires plugins:
"ModelingToolsEditorMode"
"GameplayStateTree"