2009
LookAt constraints enable the antenna dishes to track the satellite.
The LookAt constraint controls an object’s orientation so that it’s always
looking at another object. It locks an object’s rotation so that one of its axes
points toward the target object. The LookAt axis points toward the target,
while the Upnode axis defines which axis points upward. If the two coincide,
a flipping behavior may result. This is similar to pointing a target camera
straight up.
An example of a LookAt constraint’s use would be to constrain the eyeballs
of a character to a point helper. The eyes will then always be aimed at the
point helper. Animate the point helper, and the eyes follow. Even if you rotate
the character’s head, the eyes maintain their lock on the point helper.
Multiple Targets and Weighting
A constrained object can be influenced by several target objects. When using
multiple targets, each target has a weight value that defines the degree by
which it influences the constrained object, relative to other targets.
Using Weight is meaningful (and available) only with multiple targets. A value
of 0 means the target has no influence. Any value greater than 0 causes the
target to influence the constrained object relative to other targets' Weight
LookAt Constraint | 3313