using UnityEngine; using System.Collections; namespace RootMotion.FinalIK { /// /// %Constraints to rotation in world space /// [System.Serializable] public class ConstraintRotation : Constraint { #region Main Interface /// /// The target rotation. /// public Quaternion rotation; public override void UpdateConstraint() { if (weight <= 0) return; if (!isValid) return; // Slerping to target rotation transform.rotation = Quaternion.Slerp(transform.rotation, rotation, weight); } #endregion Main Interface public ConstraintRotation() {} public ConstraintRotation(Transform transform) { this.transform = transform; } } }