Headlook Controller for Non-Bipedal Models

If anyone is really well-versed in how the Headlook Controller for Unity works, I’d love to know what axes to change to make it work for a quadrupedal model. The bone for the head in a human is different than the one in a quadruped model, because they sit on different axis.

36260-heads1.png
36259-heads2.png

I don’t need the head to be able to pivot for the quadruped model yet, but I need to be able to rotate it based on where the tip of the head bone is pointing ( at a specific target ).

It’s a little hard to tell with my drawing, but basically, in the bipedal ( human ) model, the tip of the head bone ends at the forehead! But in the quadruped model, the tip of the head bone ends at the snout.

Does anyone think they can help me?

you might find your answer at transform.LookAt