Full Body Awareness Rig
The Full Body Awareness rig is the heart of the controller. It bends the spine towards the view, places the camera at the eyes, hides the head, locks the arms to the view and applies the held item modifiers.
Add it from the Character's IK list, in the Full Body Awareness Controller folder, or with Setup Selected Character. Its settings are split into sections.
Spine
The spine splits looking up, down and to the sides over several bones, so the whole upper body follows the view.
| Setting | Default | What it does |
|---|---|---|
| Pitch Distribution | Spine 0.08, Chest 0.12, Upper Chest 0.12, Neck 0.28, Head 0.4 | Share of looking up and down taken by each bone. |
| Yaw Distribution | Spine 0.25, Chest 0.3, Upper Chest 0.25, Neck 0.1, Head 0.1 | Share of looking left and right taken by each bone. |
Lower the spine and chest pitch values if the torso bends too much when looking down. Raise the neck and head values to move more of the bend into the neck.
Upright Torso
Some animations lean the torso far forward, like a sneaking crouch. Looking down then bends the spine even further, so the camera drops and attacks go out of view. Upright Torso straightens the lean before your view is added, so the torso stands upright on top of the legs and hips.
| Setting | Default | What it does |
|---|---|---|
| Upright Torso | Off | Off keeps the animated lean. While Attacking straightens the torso while a Melee skill plays. Always straightens it all the time. |
| Max Lean | 15 | Lean in degrees that is kept. Only the lean past this is straightened, so normal standing poses do not change. |
| Upright Blend Time | 0.15 | Seconds to straighten or release the torso. |
It also removes leans an attack does on purpose, like a heavy overhead strike. Raise Max Lean to keep more of them.
Eye
The camera sits at an eye point on the head. Its motion is steadied, so the view does not shake with the animation.
| Setting | Default | What it does |
|---|---|---|
| Eye Offset | (0, 0.06, 0.11) | Camera position relative to the head bone, in meters. |
| Horizontal Follow | 1 | How much of the head's sideways motion the camera follows. |
| Horizontal Stabilization | 0.2 | Seconds of smoothing on the head's sideways sway. |
| Vertical Stabilization | 0.25 | Seconds of smoothing on the head's up and down bounce. |
| Wall Collision | On | Keeps the camera out of walls when the head moves forward, for example when looking down next to a wall. |
| Wall Distance | 0.06 | How close the camera can get to a wall, in meters. |
| Wall Layers | Default | Layers the camera is kept out of. The Character's own colliders and the items it holds are skipped. Every object the camera can get close to must be on one of these layers. |
If you see inside the neck when looking down, raise the Z value of Eye Offset, for example from 0.11 to 0.14.
If the camera goes into an object, first check that the object's layer is in Wall Layers, and that the Main Camera's Near Clip Plane is 0.01. If you still see through thin walls, raise Wall Distance a little.
Head
The head is hidden from the first person camera so it does not block the view.
| Mode | What it does |
|---|---|
| Scale Head Bone | The default. Scales the head bone to zero. Works on any character. With the Shadow Body on, the shadow still has the head. Without it, the head casts no shadow. |
| Shadows Only | Renders the renderers in the Renderers list as shadows only. The head still casts a shadow. Use this for modular characters, or after using Head Splitter, if you don't use the Shadow Body. |
| None | Leaves the head visible. |
The recommended setup is Scale Head Bone with the Shadow Body on. Both are on by default. The shadow keeps the head, and you don't need Head Splitter.
The head is only hidden while a Full Body Awareness camera looks through this character's eyes.
Shadow
The Shadow section turns on the Shadow Body. See Shadow Body.
Arms
The Arms section controls how the arms and the held item follow the view. It has several groups.
| Setting | Default | What it does |
|---|---|---|
| Lock Arms | When Armed | When the arms follow the camera. When Armed: while an item is held. Always: all the time. Never: never. |
| Lock Blend Time | 0.12 | Seconds the arms take to lock or unlock. |
Hip Fire
Hip fire is the pose when the item is held but not raised to the eye.
| Setting | Default | What it does |
|---|---|---|
| Hip Position | (0, 0, 0) | Offset of every held item from its animated position, in camera space. X is right, Y is up and Z is forward. |
| Hip Rotation | (0, 0, 0) | Rotation of every held item around the grip. |
| Hip Convergence | 1 | Turns the barrel so shots meet the crosshair. 0 keeps the animated angle. |
| Hip View Lock | 0 | 0 turns the item around the shoulders when looking up and down. 1 turns it around the eyes. |
| Hip Pitch Follow | 1 | How much of looking up and down the item follows. |
| Hip Max Down | 65 | The lowest angle the hands reach when looking down, in degrees. |
| Hip Max Up | 60 | The highest angle the hands reach when looking up, in degrees. |
Aim Down Sights
| Setting | Default | What it does |
|---|---|---|
| Aim Blend Time | 0.09 | Seconds it takes to raise the item to the eye and back. |
| Aim Distance | 0.14 | Distance from the eye to the sight, in meters, when the weapon does not set one. |
| Aim Offset | (0, 0, 0) | Nudges the sight picture while aiming. |
| Aim Convergence | 1 | Turns the barrel so shots meet the crosshair while aiming. |
| Aim Hand Motion | 0 | How much of the animated hand motion moves the sight while aiming. 0.3 to 0.5 gives a little sight sway. |
Convergence
The barrel turns towards the point under the crosshair. These values control how far away that point can be.
| Setting | Default | What it does |
|---|---|---|
| Default Distance | 25 | Distance used when nothing is under the crosshair. |
| Min Distance | 2.5 | The closest convergence distance. |
| Max Distance | 80 | The farthest convergence distance. |
| Distance Smooth Time | 0.12 | Seconds the distance takes to change. |
Animation Stabilization
Walk and run animations move the hands a lot. Stabilization keeps the held item steady while still letting some of the motion through.
| Setting | Default | What it does |
|---|---|---|
| Animated Hand Motion | 0.25 | How much of the animated hand motion reaches the item. 0 keeps only the steadied motion. |
| Stabilization Time | 0.4 | Seconds the steadied hands take to follow pose changes. Higher is steadier. |
| Upper Body Stabilization | 0.8 | Steadies the shoulders and arms against the walk and run cycle. 0 is the raw animation, 1 is full strength. |
| Equip Catch Up Time | 0.8 | Seconds after equipping, holstering or switching items where stabilization is skipped, so the item reaches its pose quickly. |
Reloads always keep the full animation.
Arms
| Setting | Default | What it does |
|---|---|---|
| Elbow Hint Weight | 1 | How strongly the elbows are steered. |
| Elbow Drop | 0.12 | Pulls the elbows down. |
| Elbow Follow Item Tilt | 0 | How much the elbows turn with the item's tilt. Keep it at 0 so a lowered item lowers the whole arm. |
| Support Hand Blend Time | 0.12 | Seconds the second hand takes to grab or let go. |
| Reload Blend Out | 0.3 | Seconds the hands take to return to the hold pose after a reload. |
| Free Hand Without Grip | Follow Animation | What the other hand does with one-handed items. Follow Animation: it plays its animation. Lock To Weapon: it stays locked to the weapon hand. |
Body Clearance
| Setting | Default | What it does |
|---|---|---|
| Body Clearance | 1 | Keeps the arms out of the torso in hip fire. It pushes the item forward and out, and points the elbows away from the body. |
| Body Radius | 0.15 | Radius of the torso the arms are kept out of, in meters. Raise it for bulky characters or armor. |
Lean
| Setting | Default | What it does |
|---|---|---|
| Camera Roll | 0.6 | How much the lean rolls the camera. |
| Spine | 0.5 | Share of the lean taken by the spine bone. |
| Chest | 0.5 | Share of the lean taken by the chest bone. |
| Upper Chest | 0 | Share of the lean taken by the upper chest bone. |
Lean with the Lean instruction. The eye moves sideways with the head, so peeking around corners works.
Locomotion
These values describe how your character moves. The camera and the held items both use them.
| Setting | Default | What it does |
|---|---|---|
| Sync To Footsteps | On | Matches the head bob and Movement Bob to the character's real footsteps. |
| Step Length | 0.75 | Meters traveled per footstep. With Sync To Footsteps it is only the starting value. |
| Full Bob Speed | 4 | Speed in m/s at which the bob reaches full strength. Walking slower bobs less. |
| Sprint Speed | 5.2 | Speed in m/s from which the character counts as sprinting. |
| Sprint Grace Time | 0.4 | Seconds the character keeps counting as sprinting after slowing down. |
Sync To Footsteps listens to the Footsteps of the Character, for example the Fulcrum Plane detector that also plays footstep sounds. The bob still runs smoothly between steps. Each footfall pulls it back into place, and the step length is measured while moving, so walk, run, crouch and custom animations all match. Standing turns are ignored.
Set Sprint Speed a little below your sprint speed and above your run speed. It drives the sprint field of view, the stronger sprint bob and Lower When Sprinting.
Sprint Grace Time stops quick turns and dodges from raising the item and dropping the sprint field of view for a moment.
Held Items
| Setting | What it does |
|---|---|
| Default Profile | The Held Item Profile used by every held item without its own profile, including Shooter weapons without a Held Item component. Leave it empty and those items get no procedural motion. |
| Align Shots To Crosshair | Off by default. Lines each Shooter 2 shot up with the crosshair at the moment it is fired, so bullets hit where the crosshair is. See Shots Go to the Crosshair on the Shooter 2 Integration page. |
| Max Shot Correction | 30. The largest turn in degrees used to line a shot up. Above it, the shot goes along the barrel. |
See Held Item Modifiers.