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Makes a GameObject look directly another GameObject.

(A constraint exists in 3D Studio and XSI under the same name and as an "Aim" constraint in Maya and works based on the same principals. If, after reading these docs and trying this constraint, you are still confused about how it functions, please check out some videos on YouTube and then post to our forums (link at the top of every page) with any additional questions or feedback on how we might improve these docs.)

The object which the constrained object will face.

(See main documentation page)

No Target Mode
(See main documentation page)

Point Axis
Set the axis which will face the target by setting it to 1, and setting the other two axes to 0. In the image above, the Z axis will face away from the target because it is negative. To make the X axis face the target, use (1, 0, 0). Setting other values, such as (1, 1, 0) or (0.5, 0, 0.5) will cause a blending of axes and is usually unwanted.

Up Axis
The up axis (sometimes called the "pole vector" or "up vector") is the secondary axis used to stabilize the rotation. Use this option to set which axis should point 'up' in world space. Do NOT use the same axis as the Point Axis or the rotation will not be stable. Use the same rules to set these values as described above in Point Axis.

the UpAxis is a suggestion while the PointAxis is the primary concern. The Target and world 'up' may not form a solution where the PointAxis and world 'up' are perpendicular to each other, so the constraint will derive the best solution while ALWAYS pointing at the Target.

Up Target
This is an optional second GameObject which can be used as a target for the Up Axis instead of world 'up'.