Character Configuration - Outerra/anteworld GitHub Wiki
This page is about the offsets we commonly use in character configurations and what they are using for.
For character configuration in vehicles there is two different way to proper sitting. You can see the differences down below in table.
🚫 WITHOUT Seat Bone (head_offset) |
✅ WITH Seat Bone (pelvis_offset) |
|---|---|
| Used when the vehicle doesn't have a driver seat bone. | Used when the vehicle has a dedicated seat bone. |
Uses the vehicle's FPS camera position as the primary reference point.
|
Uses the attached character's root position directly to the seat bone as the primary reference point.
|
| The Root position is a primary pivot point for the sitting animation in both configurations. | The Root position is a primary pivot point for the sitting animation in both configurations. |
| The offset aligns the character from the top downwards to the seat for temporary solution. | The offset applies small fine-tune adjustments to prevent floating or clipping. |
This offset used for camera focus point in third person mode.
Example of applied vs. unapplied offsets:
This offset used for camera focus point in third person mode when inside a vehicle like a bus passenger.
This offset used for place where first person camera look needs to be.
Note: All this offsets (eye, cam, cam_inside) calculating from the head bone.