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I'm making a bendable game object comprised of a number of bones. The bones positions are calculated using some joints and some maths and that is all working as expected. But I am struggling to rotate the bones to face the correct direction. I'm settings the bones positions like:

for ( int i = 0; i <= bonesCount; i++ ){
    Vector3 newPosition = someFunction();
    bones[i].transform.position = newPosition;
}

And that works correctly:

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But when the bendable object bends the bones retain their original rotation:

enter image description here

I thought I could use Transform.LookAt on the bone at position i to look at the bone at position i + 1 but this gives strange results:

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It seems like it's an issue with using the wrong axis (up, right or forward). I see Transform.LookAt accepts a second argument for worldUp but I haven't figured out how that works.

Any suggestions? Is Transform.LookAt the correct method to be using?

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It seems like the everything is working, except that the bones are made in such a way that the forward axis is not the one you'd expect, so that they don't "look at" each other.

A very lazy solution would be, after you execute LookAt, on the same object, make a Rotate of 90 degrees. It's probably going to be on the X axis, but it depends how your scene is laid out.

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  • \$\begingroup\$ Thanks, the very lazy solution works. I'll look at fixing the bones \$\endgroup\$ – eskimo Apr 16 '18 at 21:21
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    \$\begingroup\$ @eskimo just a tip, if you import them as meshes from another program, you can rotate the object in that program and export them again, this should fix the issue without the Rotate \$\endgroup\$ – TomTsagk Apr 16 '18 at 21:26

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