# AnimLookAt

> Talos 0.7 · Since 0.6

## Fields

| Field | Type | Required | Default | Allowed values | Description |
|---|---|---|---|---|---|
| `bones` | `string[]` | yes |  |  | Top to bottom — spine, chest, neck, head. The last one is the bone that ends up pointing at the target; the others curve towards it. |
| `target` | `Vec3` | no |  |  | A fixed world-space point to look at. Usually absent: what a character looks at is whatever the game says, set through `ctx.animator.lookAt`. |
| `limits` | `AnimLookAtLimits` | yes |  |  |  |
| `weight` | `number` | yes |  |  | Blended in 0..1, as on `ik`. At 0 the pose is untouched. |
| `smoothing` | `number` | yes |  |  | Seconds. The time constant of the exponential the aim eases along, so the same number means the same settling time at any frame rate. 0 is instant; 0.15 is a head that does not jitter after a moving target. Clearing the target eases back along the same constant rather than dropping the aim in one frame. |

## See also

- `Vec3`
- `AnimLookAtLimits`
