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asked in VRIK by
When i calibrate my avatar and i look up while calibrating the rotation of my face is not equal to my camera.
I have seen in VRIKCalibration.cs that we set the headtarget rotation on the head bone rotation.

Can i do at this point something similiar to the hand calibration below in the Script? Or is there a good reason for this?

1 Answer

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answered by (20.2k points)
Hey,

What you could do is just run a line of script after calibration that sets head target localRotation to some fixed value:

ik.solver.spine.headTarget.localRotation = Quaternion.Euler(x, y ,z);

...depending on the bone orentation of the avatars you are using.

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