Head Tracking
Procedural head look-at targeting — drives bone orientation toward a world-space target with configurable angle limits and damping.
Categories:
The Head Tracking system provides procedural head look-at targeting for performer entities. It drives bone orientation toward a world-space target using configurable angle limits and spring damping, enabling characters to naturally track targets, speakers, or points of interest.
For usage guides and setup examples, see The Basics: GS_Performer.
GS_Performer is in Early Development. Full support planned soon: 2026.
Contents
How It Works
The head tracking component reads the target position each tick and computes the desired bone rotation to face it. The rotation is clamped to configurable angle limits (horizontal and vertical) and smoothed via spring damping to avoid snapping.
Setup
- Add the head tracking component to an entity with an EMotionFX actor.
- Configure the target bone (typically the head or neck bone).
- Set angle limits for horizontal and vertical rotation.
- Configure spring damping parameters for smooth tracking.
- Set the look-at target via code or companion component.
See Also
For related component references:
For conceptual overviews and usage guides:
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