IK (inverse kinematics) on GLB mesh - x is negated

Hey @adam, I am not sure if you are following this, but I was putting a LookAt controller (the red square target meshes on the picture a few posts back) at the bone following an IK controller (wrists, feet, & neck). This sort of worked, but I had to add 3 sliders to fine tune the yaw, pitch & roll for each pose.

Fast forward to this thread, 5 months after I last touched this, I mistakenly thought those adjusts were to the IK not LookAt controller, & I could ditch the LookAt’s.

But, now I wonder if an un-assigned property could be added to IK:

public downStreamBoneRotation : Vector3;

In update, if the property had a value & there was a child bone, then assign the rotation in the localMatrix of that bone the properties. Just let nature take its course, and the final worldMatrix would get assigned eventually. The IK could now control up to 3 bones.

The user could actually put a gizmo on the targetMesh, and then copyFrom its rotation just before calling update, or use sliders as I have.

Can you see a problem with this?