Head Splitter
The recommended way to keep the head's shadow is Scale Head Bone with the Shadow Body on. Head Splitter is another option, for when you don't want to use the Shadow Body.
Most characters are a single mesh. Without the Shadow Body, scaling the head bone away also removes the head's shadow. Head Splitter cuts the head into its own renderer instead, so it can be hidden from the camera and still cast a shadow.
Open it from:
Game Creator > Full Body Awareness Controller > Head SplitterCreate a First Person Version
- Select the character, in the scene or in the Project window.
- Open Head Splitter.
- Tune the cut with the settings below.
- Pick the renderers to cut.
- Click Create First Person Version.
Settings
| Setting | What it does |
|---|---|
| Cut Threshold | A triangle is cut when at least this share of its skin weight belongs to the head bone or the bones under it, like the eyes, jaw and hair bones. Lower it to cut more of the neck, raise it for a tighter cut. |
| Include Neck | Cuts the neck too. |
| Preview In Scene | Draws the triangles that will be cut on a character placed in a scene. |
| Renderers | The renderers to cut. Meshes that are all head, like hair, eyes or helmets, are hidden as a whole. Meshes with no head are left alone. |
| Deactivate Original | Switches the original character off after the copy is made. On by default. Undo brings it back. |
What It Creates
The original is never changed.
- A character in the scene is duplicated as
<name>_FirstPerson. A prefab instance stays connected to its prefab and keeps its scene overrides. - A prefab in the Project window gets a new Prefab Variant named
<name>_FirstPersonnext to it.
The new body and head meshes are saved in a <name>_FirstPerson Meshes folder. Each mesh keeps only the vertices it uses, with all UVs, bone weights and blend shapes. Mesh Renderers attached to the head bones, like glasses or helmets, are picked up too.
The new character's Full Body Awareness rig is set to Head > Shadows Only with the head renderers listed. The head disappears only while the first person camera looks through it, and its shadow stays.