#looking_at
Artist: bbybluemochi
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March 12, 2025 at 7:30 PM
Artist: seri (vyrlw)
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July 29, 2025 at 9:00 AM
Artist: omces96
Media: genshin impact
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August 30, 2026 at 7:00 PM
WAITER! WAITER! MORE GIRLS KISSING, PLEASE
source (safebooru)
#yuri #百合 #wlw #lesbian
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August 10, 2026 at 8:00 PM
Artist: lili2th
Media: touhou
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Artist: manew
Media: blue archive
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August 19, 2025 at 11:13 PM
Artist: seri (vyrlw)
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June 19, 2025 at 2:00 AM
WAITER! WAITER! MORE GIRLS KISSING, PLEASE
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#yuri #百合 #wlw #lesbian
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August 20, 2026 at 5:30 AM
Artist: shu kunkuokuozi
Media: honkai (series), honkai impact 3rd
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April 20, 2025 at 4:00 PM
May 17, 2026 at 1:44 PM
None of those words are in the Bible!!!

(Once I actually watch and understand your videos I'm going to make so many janky physics friendfeast games. Until then, Avian my friend, quaternions my enemies, .looking_at() my friend.)
September 24, 2026 at 5:23 AM
Artist: blackfangs
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February 7, 2025 at 2:30 AM
Artist: same (samefgo)
Media: blue archive
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May 12, 2025 at 12:00 AM
Artist: sieka (piiroinardesco)
Media: honkai: star rail, honkai (series)
Source: https://twitter.com/piiroinardesco/status/1758174605771227577
December 24, 2024 at 2:30 AM
The tilt gets applied like this:

const Basis frame = Basis::looking_at(forward, up);
Vector3 tangent = -frame.get_column(2);
const Basis twist(tangent, tilt);
return twist * frame;

where "forward" and "up" coming from the curves cache.
May 8, 2025 at 10:22 PM
I would try to solve that by making your desired rotation/transform using looking_at() like above, then sample rotation from the curve (without tilt), calculate the difference (inverse one and multiply) and see if get_euler() gives you anything meaningful.
May 8, 2025 at 10:22 PM