Full Body Awareness Controller

Full Body Awareness Rig

Spine, eye, head, arms, lean, locomotion and held item settings of the main IK rig.

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.

SettingDefaultWhat it does
Pitch DistributionSpine 0.08, Chest 0.12, Upper Chest 0.12, Neck 0.28, Head 0.4Share of looking up and down taken by each bone.
Yaw DistributionSpine 0.25, Chest 0.3, Upper Chest 0.25, Neck 0.1, Head 0.1Share 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.

SettingDefaultWhat it does
Upright TorsoOffOff keeps the animated lean. While Attacking straightens the torso while a Melee skill plays. Always straightens it all the time.
Max Lean15Lean in degrees that is kept. Only the lean past this is straightened, so normal standing poses do not change.
Upright Blend Time0.15Seconds 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.

SettingDefaultWhat it does
Eye Offset(0, 0.06, 0.11)Camera position relative to the head bone, in meters.
Horizontal Follow1How much of the head's sideways motion the camera follows.
Horizontal Stabilization0.2Seconds of smoothing on the head's sideways sway.
Vertical Stabilization0.25Seconds of smoothing on the head's up and down bounce.
Wall CollisionOnKeeps the camera out of walls when the head moves forward, for example when looking down next to a wall.
Wall Distance0.06How close the camera can get to a wall, in meters.
Wall LayersDefaultLayers 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.

The head is hidden from the first person camera so it does not block the view.

ModeWhat it does
Scale Head BoneThe 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 OnlyRenders 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.
NoneLeaves 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.

SettingDefaultWhat it does
Lock ArmsWhen ArmedWhen the arms follow the camera. When Armed: while an item is held. Always: all the time. Never: never.
Lock Blend Time0.12Seconds 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.

SettingDefaultWhat 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 Convergence1Turns the barrel so shots meet the crosshair. 0 keeps the animated angle.
Hip View Lock00 turns the item around the shoulders when looking up and down. 1 turns it around the eyes.
Hip Pitch Follow1How much of looking up and down the item follows.
Hip Max Down65The lowest angle the hands reach when looking down, in degrees.
Hip Max Up60The highest angle the hands reach when looking up, in degrees.

Aim Down Sights

SettingDefaultWhat it does
Aim Blend Time0.09Seconds it takes to raise the item to the eye and back.
Aim Distance0.14Distance 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 Convergence1Turns the barrel so shots meet the crosshair while aiming.
Aim Hand Motion0How 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.

SettingDefaultWhat it does
Default Distance25Distance used when nothing is under the crosshair.
Min Distance2.5The closest convergence distance.
Max Distance80The farthest convergence distance.
Distance Smooth Time0.12Seconds 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.

SettingDefaultWhat it does
Animated Hand Motion0.25How much of the animated hand motion reaches the item. 0 keeps only the steadied motion.
Stabilization Time0.4Seconds the steadied hands take to follow pose changes. Higher is steadier.
Upper Body Stabilization0.8Steadies the shoulders and arms against the walk and run cycle. 0 is the raw animation, 1 is full strength.
Equip Catch Up Time0.8Seconds after equipping, holstering or switching items where stabilization is skipped, so the item reaches its pose quickly.

Reloads always keep the full animation.

Arms

SettingDefaultWhat it does
Elbow Hint Weight1How strongly the elbows are steered.
Elbow Drop0.12Pulls the elbows down.
Elbow Follow Item Tilt0How much the elbows turn with the item's tilt. Keep it at 0 so a lowered item lowers the whole arm.
Support Hand Blend Time0.12Seconds the second hand takes to grab or let go.
Reload Blend Out0.3Seconds the hands take to return to the hold pose after a reload.
Free Hand Without GripFollow AnimationWhat 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

SettingDefaultWhat it does
Body Clearance1Keeps 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 Radius0.15Radius of the torso the arms are kept out of, in meters. Raise it for bulky characters or armor.

Lean

SettingDefaultWhat it does
Camera Roll0.6How much the lean rolls the camera.
Spine0.5Share of the lean taken by the spine bone.
Chest0.5Share of the lean taken by the chest bone.
Upper Chest0Share 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.

SettingDefaultWhat it does
Sync To FootstepsOnMatches the head bob and Movement Bob to the character's real footsteps.
Step Length0.75Meters traveled per footstep. With Sync To Footsteps it is only the starting value.
Full Bob Speed4Speed in m/s at which the bob reaches full strength. Walking slower bobs less.
Sprint Speed5.2Speed in m/s from which the character counts as sprinting.
Sprint Grace Time0.4Seconds 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

SettingWhat it does
Default ProfileThe 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 CrosshairOff 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 Correction30. The largest turn in degrees used to line a shot up. Above it, the shot goes along the barrel.

See Held Item Modifiers.