LookAtConstraint
Make a head follow the action, a camera track a runner or a lamp aim at the stage, and keep aiming while everything moves.
A LookAtConstraint turns Part1 so its Face (Front is -Z, Roblox's LookVector) points at Target, blended by Weight. A part a Motor6D drives, like a head, or a Bone turns through its joint, so the rest of the rig keeps its pose. Inserted on a character's head, it starts with the side its face is on. It works inside a DataModel, after keys, rig clips and scripts, in Edit and Play.
Properties
| Name | Type | Default | Description |
|---|---|---|---|
| Enabled | boolean | true | When off, it gives back the value it drives, as at Weight 0. |
| Face | ("Front" | "Back" | "Right" | "Left" | "Top" | "Bottom" | EnumNormalId) | "Front" Front, Back, Right, Left, Top, Bottom | The side of Part1 that points at Target; Front is -Z, Roblox's LookVector. |
| Part1 | Instance? | The part turned so its Face points at Target, such as a head, a camera or a lamp. | |
| Target | Instance? | What Part1 turns its Face to point at. | |
| Weight | number | 1 0 to 1 | Blends the turn that points Part1's Face at Target. |
| Status | read-only text | Properties window only | Names the side of Part1 that turns to Target and its axis, and says when to set Target or Face. |
