Well tehts what you think... think again (aiming is not taht easy, but youve probebly never figured taht conciously out since you did figure out this as a kid 1 year old, compueters didnt). how did you define the constraint aand what it is it aims for? What do you need for a aim.
Aim consists of 4 thibgs not 2! what to turn, where to turn to, what direction that defines the aim axis, what direction that defies the Up along of the aim axis.
Its a fundamental truth the fact taht humans dont think about it does not eman tehy work thatway.
Example (paste into emptyscene):
CODE
file -f -new;
defaultSpotLight(1, 1,1,1, 0, 40, 0, 0, 0, 0,0,0, 1);
move -r 0 0 -2;
spaceLocator -p 0 0 0;
select -tgl spotLight1;
aimConstraint -offset 0 0 0
-weight 1
//NOTE THEESE VECTORS!
-aimVector 1 0 0
-upVector 0 1 0
-worldUpType "vector"
-worldUpVector 0 1 0;
defaultSpotLight(1, 1,1,1, 0, 40, 0, 0, 0, 0,0,0, 1);
move -r 0 -2 -2;
spaceLocator -p 0 -2 0;
select -tgl spotLight2;
aimConstraint -offset 0 0 0
-weight 1
//right vector wrong point
-aimVector 0 0 -1
-upVector 0 1 0
-worldUpType "vector"
-worldUpVector 0 1 0;
defaultSpotLight(1, 1,1,1, 0, 40, 0, 0, 0, 0,0,0, 1);
move -r 0 2 -2;
spaceLocator -p 0 0 0;
move -r 0 2 0; // lets move teh piot too!
select -tgl spotLight3;
aimConstraint -offset 0 0 0
-weight 1
//right vector
-aimVector 0 0 -1
-upVector 0 1 0
-worldUpType "vector"
-worldUpVector 0 1 0;