Thanks,
On line 821 I have added in
Code:
Debug.DrawLine(m_Head.localPosition, m_LookAtPosition); // for some reason needed to add local to work. Its facing the correct direction.
I have very little experience in debugging though.
I will check replacing Unity's IK component with Final IK too. Where is Unity's IK located?
In terms of just getting the head locked in place to prevent the character looking back;
I have found a solution working only for characters with '1 neck bone only' (like Atlas).
I added a bone clamp script I found on line to drag and clamp bones. This clamps each bones directly so far I can only successfully clamp 1 at a time.
I then set a max and minimum value on the neck X axis so its 15 degrees locked forward/ down matching my original pose, and then Y ,Z locked to '0'.
If I combined with Character IK Clamp to head will totally lock head in place but both methods (script I located & Character IK) needed to be used. The head will never rotate now or lean of look up/down I have tested. Some of my models have up to 3 separate neck bones and I can't seem to find a solution for those. I have attempted to constrain all 3 neck bones, but I can only clamp 1 bone.
Just an idea/suggestion;
Really would appreciate more methods for totally clamping bones/multiple bones and even more options for head look source control. It would be great to add a drag in bone constraint feature in addition Character IK/ animator clamp, to give additional bone constraint when needed so there is additional extra layer of flexibility for getting results when running into issues etc.