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	<title>Comments on: Just Looking Around</title>
	<atom:link href="http://blogs.unity3d.com/2009/07/10/just-looking-around/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/</link>
	<description>A glimpse inside Unity Technologies...</description>
	<lastBuildDate>Mon, 06 Feb 2012 19:04:14 +0000</lastBuildDate>
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	<item>
		<title>By: Frank Ramirez</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-30359</link>
		<dc:creator>Frank Ramirez</dc:creator>
		<pubDate>Sat, 01 Oct 2011 12:59:14 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-30359</guid>
		<description>Thanks so much for this Rune. I used this script in our Unity iOS Game: Dragon Eggs. I used it to make the mama dragon look at dangerous obstacles when nearby and at the baby egg when a lower .effect value if there weren&#039;t any. This script really helped bring the character to life. Everyone was so amazed the first time I ran this script. 

Also because our dragon model node was rotated slightly i had to put this code at the top of HeadLookController.Start()
Vector3 lookVector = Vector3.forward;
headUpVector = rootNode.InverseTransformDirection(Vector3.up);
headLookVector = rootNode.InverseTransformDirection(lookVector);

Dragon Eggs Trailer http://goo.gl/HrSOH
Dragon Eggs iPhone http://goo.gl/vSVLY
Dragon Eggs iPad http://goo.gl/j7LPk</description>
		<content:encoded><![CDATA[<p>Thanks so much for this Rune. I used this script in our Unity iOS Game: Dragon Eggs. I used it to make the mama dragon look at dangerous obstacles when nearby and at the baby egg when a lower .effect value if there weren&#8217;t any. This script really helped bring the character to life. Everyone was so amazed the first time I ran this script. </p>
<p>Also because our dragon model node was rotated slightly i had to put this code at the top of HeadLookController.Start()<br />
Vector3 lookVector = Vector3.forward;<br />
headUpVector = rootNode.InverseTransformDirection(Vector3.up);<br />
headLookVector = rootNode.InverseTransformDirection(lookVector);</p>
<p>Dragon Eggs Trailer <a href="http://goo.gl/HrSOH" rel="nofollow">http://goo.gl/HrSOH</a><br />
Dragon Eggs iPhone <a href="http://goo.gl/vSVLY" rel="nofollow">http://goo.gl/vSVLY</a><br />
Dragon Eggs iPad <a href="http://goo.gl/j7LPk" rel="nofollow">http://goo.gl/j7LPk</a></p>
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	</item>
	<item>
		<title>By: Rune Skovbo Johansen</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-27715</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Mon, 25 Jul 2011 08:32:41 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-27715</guid>
		<description>@Michael: The Head Look Controller was not made for being used for a first person camera. Nevertheless you may get better responsiveness by tweaking the Responsiveness variables in the component.</description>
		<content:encoded><![CDATA[<p>@Michael: The Head Look Controller was not made for being used for a first person camera. Nevertheless you may get better responsiveness by tweaking the Responsiveness variables in the component.</p>
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	<item>
		<title>By: Michael</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-27425</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Mon, 18 Jul 2011 01:47:34 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-27425</guid>
		<description>I hope I will get an answer as this was first posted 2 years ago. 
I&#039;m making a first person rpg at the moment. I was trying to make it so player can see characters whole body while moving camera around, so it&#039;s not only pair of hands glued to the main camera. At first I just sticked camera under one of head points (I&#039;m temporarily using Hero model) and scripted it so it was responding to mouse moves at Y axis. It worked when placed properly but had 2 flaws while moving - sometimes I saw the model from the inside due to animations + the camera was shaking and making me nauseous.

Then I found your script and thought a way to use it. I used the ball (without any graphics) glued to main character object, made it go up and down from -0.1f to 3f while the mouse is moving on Y axis. Then I copied the whole spine + neck + head - without the animations and model graphics and added a camera. In the result camera acts as it should - stares at invisible mouse-controlled ball and is not affected by animations - though player may see his character moving.

The only problem is - and I don&#039;t know both unity and C# as well to found it out myself - that there is this little lag between mouse move and head/camera move. While it&#039;s absolutely realistic I don&#039;t like it. I&#039;d rather want the look to be fluent like in FPS games.
If you&#039;re reading this and can help me OR I made something unclear - please respond to my email. Thanks in advance!</description>
		<content:encoded><![CDATA[<p>I hope I will get an answer as this was first posted 2 years ago.<br />
I&#8217;m making a first person rpg at the moment. I was trying to make it so player can see characters whole body while moving camera around, so it&#8217;s not only pair of hands glued to the main camera. At first I just sticked camera under one of head points (I&#8217;m temporarily using Hero model) and scripted it so it was responding to mouse moves at Y axis. It worked when placed properly but had 2 flaws while moving &#8211; sometimes I saw the model from the inside due to animations + the camera was shaking and making me nauseous.</p>
<p>Then I found your script and thought a way to use it. I used the ball (without any graphics) glued to main character object, made it go up and down from -0.1f to 3f while the mouse is moving on Y axis. Then I copied the whole spine + neck + head &#8211; without the animations and model graphics and added a camera. In the result camera acts as it should &#8211; stares at invisible mouse-controlled ball and is not affected by animations &#8211; though player may see his character moving.</p>
<p>The only problem is &#8211; and I don&#8217;t know both unity and C# as well to found it out myself &#8211; that there is this little lag between mouse move and head/camera move. While it&#8217;s absolutely realistic I don&#8217;t like it. I&#8217;d rather want the look to be fluent like in FPS games.<br />
If you&#8217;re reading this and can help me OR I made something unclear &#8211; please respond to my email. Thanks in advance!</p>
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	</item>
	<item>
		<title>By: Procedural Content Generation in Unity3D &#124; Marveloper Media</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-24484</link>
		<dc:creator>Procedural Content Generation in Unity3D &#124; Marveloper Media</dc:creator>
		<pubDate>Thu, 21 Apr 2011 02:22:09 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-24484</guid>
		<description>[...] Procedural Head Look animation from Unity 3D Site [...]</description>
		<content:encoded><![CDATA[<p>[...] Procedural Head Look animation from Unity 3D Site [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Procedural Content Generation in Unity3D &#124; Infinite Indie</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-22581</link>
		<dc:creator>Procedural Content Generation in Unity3D &#124; Infinite Indie</dc:creator>
		<pubDate>Tue, 01 Mar 2011 11:47:11 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-22581</guid>
		<description>[...] Procedural Head Look animation from Unity 3D Site [...]</description>
		<content:encoded><![CDATA[<p>[...] Procedural Head Look animation from Unity 3D Site [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Procedural Content Generation in Unity3D » Infinite Unity3D</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-12169</link>
		<dc:creator>Procedural Content Generation in Unity3D » Infinite Unity3D</dc:creator>
		<pubDate>Sun, 28 Feb 2010 21:41:48 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-12169</guid>
		<description>[...] Procedural Head Look animation from Unity 3D Site [...]</description>
		<content:encoded><![CDATA[<p>[...] Procedural Head Look animation from Unity 3D Site [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: kranthi</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-11486</link>
		<dc:creator>kranthi</dc:creator>
		<pubDate>Wed, 06 Jan 2010 11:02:42 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-11486</guid>
		<description>Thanks, it&#039;s really very helpful for me</description>
		<content:encoded><![CDATA[<p>Thanks, it&#8217;s really very helpful for me</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Procedural Content Generation in Unity3D</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-11049</link>
		<dc:creator>Procedural Content Generation in Unity3D</dc:creator>
		<pubDate>Tue, 08 Dec 2009 18:50:43 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-11049</guid>
		<description>[...] Procedural Head Look animation from Unity 3D Site [...]</description>
		<content:encoded><![CDATA[<p>[...] Procedural Head Look animation from Unity 3D Site [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Precedural Content Generation in Unity3D</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-10411</link>
		<dc:creator>Precedural Content Generation in Unity3D</dc:creator>
		<pubDate>Tue, 10 Nov 2009 14:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-10411</guid>
		<description>[...] Procedural Head Look animation from Unity 3D Site [...]</description>
		<content:encoded><![CDATA[<p>[...] Procedural Head Look animation from Unity 3D Site [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Unity 3D Procedural Content Generation Roundup diamondTearz&#8217;s Flex, Flash, iPhone &#38; Unity3D Blog</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6991</link>
		<dc:creator>Unity 3D Procedural Content Generation Roundup diamondTearz&#8217;s Flex, Flash, iPhone &#38; Unity3D Blog</dc:creator>
		<pubDate>Wed, 22 Jul 2009 03:47:47 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6991</guid>
		<description>[...] Procedural Head Look animation from Unity 3D Site [...]</description>
		<content:encoded><![CDATA[<p>[...] Procedural Head Look animation from Unity 3D Site [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pat AfterMoon</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6693</link>
		<dc:creator>Pat AfterMoon</dc:creator>
		<pubDate>Mon, 13 Jul 2009 21:17:09 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6693</guid>
		<description>Thanks you so much, it helps me a lot!</description>
		<content:encoded><![CDATA[<p>Thanks you so much, it helps me a lot!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Rune Skovbo Johansen</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6673</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Mon, 13 Jul 2009 12:30:25 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6673</guid>
		<description>@ Pat AfterMoon: I updated the script on the Wiki so it has an option to be used even when there is no animation driving the bones that the script modifies. I hope that helps!</description>
		<content:encoded><![CDATA[<p>@ Pat AfterMoon: I updated the script on the Wiki so it has an option to be used even when there is no animation driving the bones that the script modifies. I hope that helps!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: n0mad</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6647</link>
		<dc:creator>n0mad</dc:creator>
		<pubDate>Sun, 12 Jul 2009 21:09:20 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6647</guid>
		<description>Now all of these resources are making the whole thing more and more impressing ...</description>
		<content:encoded><![CDATA[<p>Now all of these resources are making the whole thing more and more impressing &#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pat AfterMoon</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6644</link>
		<dc:creator>Pat AfterMoon</dc:creator>
		<pubDate>Sun, 12 Jul 2009 19:35:53 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6644</guid>
		<description>Thank you, it&#039;s a nice resource.
But I have troubles with it. Like mentioned in the wiki, the character needs to have animations that drive all the bones that the script modifies. I use a model that has no animation for this part of his body. Only his legs, bust and arms are animated.

Is there something I can do by script to prevent the body parts to turn or twist around out of control?</description>
		<content:encoded><![CDATA[<p>Thank you, it&#8217;s a nice resource.<br />
But I have troubles with it. Like mentioned in the wiki, the character needs to have animations that drive all the bones that the script modifies. I use a model that has no animation for this part of his body. Only his legs, bust and arms are animated.</p>
<p>Is there something I can do by script to prevent the body parts to turn or twist around out of control?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nikko</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6621</link>
		<dc:creator>Nikko</dc:creator>
		<pubDate>Sun, 12 Jul 2009 01:45:26 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6621</guid>
		<description>Wow very nice! Thanks!</description>
		<content:encoded><![CDATA[<p>Wow very nice! Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Twitchfactor</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6565</link>
		<dc:creator>Twitchfactor</dc:creator>
		<pubDate>Fri, 10 Jul 2009 19:28:52 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6565</guid>
		<description>Wow!  I&#039;ve been making 3rd person action/adventure games for A LOT of years and that&#039;s some really nice head tracking!</description>
		<content:encoded><![CDATA[<p>Wow!  I&#8217;ve been making 3rd person action/adventure games for A LOT of years and that&#8217;s some really nice head tracking!</p>
]]></content:encoded>
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	<item>
		<title>By: David Goldfinch</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6553</link>
		<dc:creator>David Goldfinch</dc:creator>
		<pubDate>Fri, 10 Jul 2009 14:52:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6553</guid>
		<description>Dude, that is so awesome! That is going to be a useful one ..</description>
		<content:encoded><![CDATA[<p>Dude, that is so awesome! That is going to be a useful one ..</p>
]]></content:encoded>
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	<item>
		<title>By: Minevr</title>
		<link>http://blogs.unity3d.com/2009/07/10/just-looking-around/#comment-6552</link>
		<dc:creator>Minevr</dc:creator>
		<pubDate>Fri, 10 Jul 2009 14:38:59 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1026#comment-6552</guid>
		<description>Haaaa~~Handsome</description>
		<content:encoded><![CDATA[<p>Haaaa~~Handsome</p>
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