Original Post
hi there we have a character in game, to make it more real, we're going to control its head directly so it will be able to look at anything we want it to, its skined mesh and the bone we pick to be controled is 'head bone', the bone itself is on hierarchy. its easy to make it look at whatever we want it to (for example the camera), but the problem is its often rotated too much so the final character's head is terribly twisted while staring at me (or the camera). so i want to know how to solve this problem? is IK needed? for now my computation for the lookat rotation is : forward = target_pos - head_pos; side = cross(forward, vector3(0, 1, 0)); up = cross(side, forward); compose_rotation_matrix(side, forward, up); thanks.