Held Item Modifiers
Modifiers add procedural motion to a held item: sway, bob, inertia, recoil, lowering and more. They are set per item, so a pistol can kick and sway differently from a rifle, and a cup does not need Wall Retract.
Held Item Profile
Modifiers live in a Held Item Profile asset. Create one from:
Create > Game Creator > Full Body Awareness Controller > Held Item ProfileUse one profile per kind of item, like one for rifles and one for pistols, or one per weapon. Assign it to the Profile field of a Held Item.
Items without their own profile use the rig's Default Profile. Setup Selected Character creates one with every modifier.
The modifier list works like Game Creator's own lists. Add Modifier... opens the picker. Each entry has a checkbox to turn it on or off, and can be collapsed, dragged, duplicated, copied, pasted and deleted. To leave a modifier out for one item, give that item a profile without it, or with it unticked.
Modifiers fade in and out when you switch items.
Values From Game Creator Properties
The values you are most likely to change during gameplay are Game Creator decimal properties. They can come from a variable, a stat or anything else. In the tables below, these are marked Yes in the Property column.
Inside these properties, Self is the Character and Target is the held item. When the item has no Held Item component, Target is the Character.
For example, point Recoil Kick's Strength at a "Recoil" stat that a weapon attachment lowers.
Tuning values like frequency, damping, limits and blend times, and the poses, stay plain numbers. This keeps the Live Preview nudge buttons working.
Placement In View
Changes where the item sits in view. Without this modifier, the item sits where the animation holds it.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Placement | Animated | Animated adds an offset to the animated pose. Fixed sets the pose relative to the camera. | |
| Offset Position | (0, 0, 0) | Animated only. Offset from the animated pose, in camera space. | |
| Offset Rotation | (0, 0, 0) | Animated only. Rotation added around the hand. | |
| Position | (0.18, -0.2, 0.4) | Fixed only. Position of the item relative to the camera. | |
| Rotation | (0, 0, 0) | Fixed only. Rotation of the item relative to the camera. (0, 0, 0) points the item's forward axis along the view. | |
| Lock To View | Off | Keeps the item at the same spot in view when looking up or down. | |
| Look Pitch | Follow Torso | How the item follows looking up and down. Hidden while Lock To View is on. | |
| Release Looking Up | 0 | Custom only. How much the item stays level when looking up. | |
| Release Looking Down | 0.7 | Custom only. How much the item stays level when looking down. |
Fixed works like a Counter-Strike view model. The rig's Hip Position and Hip Rotation do not apply to it. The quick motion of the animation, like the run cycle and reload gestures, still plays around the fixed pose, as much as Animated Hand Motion allows.
Look Pitch options:
| Option | What it does |
|---|---|
| Follow Torso | Exact when looking straight ahead, and moves with the chest when looking down. A weapon placed off to the side then does not fold the arms into the stomach. |
| Follow View | Stays at the same spot on screen at every angle. |
| Custom | Shows Release Looking Up and Release Looking Down. 1 stays level, 0 follows the view. |
Lock To View turns the item with the eye instead of the shoulders. The rig's Hip View Lock and Hip Max Up and Down are ignored for it. Looking far down, the arms can then reach into the body.
Look Sway
The item lags behind fast mouse or stick movement and springs back.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Rotation | (0.01, 0.012, 0.008) | Degrees of lag per degree per second of look speed. | |
| Position | (0.00006, 0.00005) | Meters of lag per degree per second of look speed. | |
| Rotation Limit | (5, 6, 5) | The largest lag in degrees. | |
| Position Limit | 0.035 | The largest lag in meters. | |
| Frequency | 5.5 | How fast the item springs back, in bounces per second. | |
| Damping | 0.6 | 1 springs back without overshoot. Lower values wobble. | |
| While Aiming | 0.25 | Yes | Multiplier while aiming down sights. |
Movement Bob
Procedural bob while walking and running, on top of the animation.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Position | (0.011, 0.007) | Meters of sway and dip per step. | |
| Rotation | (0.6, 0.5, 0.9) | Degrees of pitch, yaw and roll per step. | |
| While Aiming | 0.12 | Yes | Multiplier while aiming down sights. |
| Sprint Boost | 0.6 | Yes | Extra bob while sprinting. |
The bob follows the character's footsteps when Sync To Footsteps is on in the rig's Locomotion section.
Breathing
The item rises and falls with each breath. It follows the Breathing rig on the character, with its Exertion and Rate. Without that rig it breathes calmly on its own. When the rig is switched off, the item stops too.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Rise | 0.0012 | Yes | Meters the item rises per breath. |
| Tilt | 0.25 | Yes | Degrees the item tilts per breath. |
| While Aiming | 0.35 | Yes | Multiplier while aiming down sights. |
| While Moving | 0 | Yes | Multiplier while walking or running. |
Inertia
The item lags behind when you start, stop, strafe and fall, and rolls into strafes.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Lag | (0.004, 0.0035, 0.003) | Meters of lag per m/s of velocity. | |
| Lag Limit | (0.025, 0.03, 0.02) | The largest lag in meters. | |
| Strafe Roll | 0.9 | Yes | Degrees of roll per m/s of strafing. |
| Frequency | 3.5 | How fast the item catches up, in bounces per second. | |
| Damping | 0.7 | 1 catches up without overshoot. Lower values wobble. | |
| While Aiming | 0.3 | Yes | Multiplier while aiming down sights. |
Jump And Land
The item dips when jumping and kicks down when landing. Bigger falls kick harder.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Jump Dip | 0.006 | Yes | Meters the item dips when jumping. |
| Land Dip | 0.004 | Yes | Meters the item dips per m/s of landing speed. |
| Land Nod | 0.35 | Yes | Degrees the item nods down per m/s of landing speed. |
| Frequency | 4 | How fast the item recovers, in bounces per second. | |
| Damping | 0.45 | 1 recovers without bouncing. Lower values bounce. |
Recoil Kick
Kicks the item and the camera for every Shooter 2 shot and every Recoil Kick instruction. Each weapon can kick in its own way. Shooter's own aim recoil is separate and still works.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Strength | 1 | Yes | Multiplier of the whole kick, item and camera. |
| Kick Back | 0.035 | Yes | Meters the item is pushed back. |
| Kick Up | 2.4 | Yes | Degrees the muzzle climbs. |
| Kick Sideways | 0.8 | Yes | Random degrees of sideways kick. |
| Kick Roll | 1.6 | Yes | Random degrees of roll. |
| Kick Rise | 0 | Yes | Meters the whole item rises. |
| Frequency | 9 | How fast the item settles, in bounces per second. | |
| Damping | 0.42 | 1 settles without bouncing. Lower values bounce. | |
| While Aiming | 0.55 | Yes | Multiplier while aiming down sights. |
| Camera Kick | 0.6 | Yes | Degrees the camera kicks up. 0 turns the camera kick off. The aim itself never moves. |
| Camera Frequency | 10 | How fast the camera settles. | |
| Camera Damping | 0.5 | 1 settles without bouncing. Lower values bounce. | |
| Camera While Aiming | 0.7 | Yes | Camera kick multiplier while aiming down sights. |
| Hold Time | 0 | Heavy Recoil. Seconds the kick holds at its peak. | |
| Recovery Time | 0 | Heavy Recoil. Seconds the item takes to recover. 0 springs straight back. |
By default the kick springs straight back, which suits light weapons like pistols. For a heavy weapon like a sniper rifle or a shotgun, set Recovery Time to 0.4 to 0.8. The kick then snaps out and comes back slowly. Hold Time keeps it at its peak for a moment first. The Frequency and Damping then only shape the snap.
Check While Aiming on weapons that are mostly fired through the sight. Set it high enough to feel the kick there.
Lower When Sprinting
Lowers and tilts the item into a carry pose while sprinting, and raises it when you slow down, aim, shoot or attack.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Lowered Position | (0.03, -0.035, -0.02) | Position offset while sprinting, in meters. | |
| Lowered Rotation | (14, -22, 10) | Rotation offset while sprinting, in degrees. | |
| Blend Time | 0.16 | Seconds to lower or raise the item. | |
| Lock To View | Off | Keeps the lowered item at the same spot in view. | |
| Carry Pitch | Follow Torso | How the lowered item follows looking up and down. Hidden while Lock To View is on. | |
| Release Looking Up | 0.3 | Custom only. How much the item stays level when looking up. | |
| Release Looking Down | 0.65 | Custom only. How much the item stays level when looking down. | |
| Raised After Shot | 0.45 | Seconds the item stays raised after a shot or an attack. |
The character counts as sprinting above the rig's Locomotion > Sprint Speed.
Carry Pitch options:
| Option | What it does |
|---|---|
| Follow Torso | The lowered item tilts with the chest, like a weapon carried by the body. The elbows stay out of the body when looking down. |
| Follow View | The lowered item follows the view, like the hip fire pose. |
| Custom | Shows Release Looking Up and Release Looking Down. 1 stays level, 0 follows the view. |
For a lowered carry that moves the whole arm, use more Lowered Position, down and a little back, and less Lowered Rotation pitch. The position moves the whole arm, while the pitch mostly bends the wrist and forearm.
Wall Retract
Moves the item out of the way when it would go through a wall.
| Setting | Default | Property | What it does |
|---|---|---|---|
| Mode | Pull Back And Raise | Pull Back And Raise pulls the item back and tilts its front up. Lower Close To Body lowers the item close to the body. | |
| Layers | Default | Layers that count as walls. | |
| Radius | 0.05 | Radius of the wall check, in meters. | |
| Max Pull Back | 0.28 | Wall distance at which the item is fully retracted. | |
| Raise | 32 | Yes | Pull Back And Raise only. Degrees the item tilts up when pulled back. |
| Lowered Position | (0.03, -0.05, -0.12) | Lower Close To Body only. Position offset when fully retracted. | |
| Lowered Rotation | (18, -28, 10) | Lower Close To Body only. Rotation offset when fully retracted. | |
| Lock To View | Off | Lower Close To Body only. Keeps the retracted item at the same spot in view. | |
| Carry Pitch | Follow View | Lower Close To Body only. Same options as Lower When Sprinting. | |
| Release Looking Up | 0 | Custom only. | |
| Release Looking Down | 0.3 | Custom only. | |
| Blend Time | 0.08 | Seconds to pull back or return. |
The inspector only shows the settings of the chosen mode.
Put enemies and other characters on their own layer and leave it out of Layers, so the item does not pull back when you walk up to them.
Attack Offset
Moves the item while attacking. Use it to bring a melee swing closer to the view without changing where the weapon sits the rest of the time. It is not in a new profile by default. Add it to the profile of a melee weapon.
| Setting | Default | What it does |
|---|---|---|
| Position | (0, 0, 0) | Position offset while attacking, in camera space and meters: x right, y up, z forward. |
| Rotation | (0, 0, 0) | Rotation offset while attacking, in degrees, around the hand. |
| While Blocking | Off | Also uses the offset while blocking. |
| Blend Time | 0.12 | Seconds to blend the offset in and out. |
It needs Lock Hand To View on the Held Item, and works with the Melee Integration, which tells the rig when an attack plays. Use the Hold Pose preview and the nudge buttons in the Live Preview to set it.
To see the offset on a real swing, pick a Melee Skill in Preview Skill and click Play Attack. Turn on Loop to play the Skill again each time it ends. The nudge buttons stay open while it loops, so you can move the swing and watch the result. The Skill plays the same way as in the game, so it can also hit objects in front of the Character.
Striker Sync records the weapon after the offset is applied, so the hits follow the moved swing.
Switch Modifiers Off for a While
Use the Active Held Item Modifier instruction on the Character, for example to turn off Movement Bob during a cutscene. It applies to whatever the Character holds and fades the motion out. Choosing Breathing also switches the chest breathing of the Breathing rig.
What Stays on the Camera
The camera's own motion, like head bob, the landing dip and strafe roll, stays on the Camera Shot. The camera kick for shots is part of the Recoil Kick modifier.