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    ProceduralSpineAimMatcher MonoBehaviour

    Overview

    The ProceduralSpineAimMatcher behaviour adapts the 3 spine bones in a player character's humanoid rig to match the aim rotation relative to the body. This means that when you aim up or down the character bends forward or back to prevent the gun and camera clipping into the body.

    Inspector

    ProceduralSpineAimMatcher

    Properties

    Name Type Description
    YawTransform Transform The transform to use for the body heading.
    AimTransform Transform The transform to use for the aim direction.
    Aim Upper Chest Float The strength of the rotation to apply to the upper chest (usually this should be the strongest and all bones should add up to 1 or less).
    Aim Chest Float The strength of the rotation to apply to the middle chest bone (usually this should be medium strength, and all bones should add up to 1 or less).
    Aim Spine Float The strength of the rotation to apply to the lower spine bone (usually this should be the weakest since it is anchored to the hips, and all bones should add up to 1 or less).
    Max Right Lean Float A target angle for the leaning bone rotation (right). The results will not be exact as the rotation is blended across the bones of the spine.
    Max Left Lean Float A target angle for the leaning bone rotation (left). The results will not be exact as the rotation is blended across the bones of the spine.
    Lean Upper Chest The strength of the lean rotation to apply to the upper chest (usually this should be the strongest).
    Lean Chest Float The strength of the lean rotation to apply to the middle chest bone (usually this should be medium strength).
    Lean Spine Float The strength of the lean rotation to apply to the lower spine bone (usually this should be the weakest since it is anchored to the hips).
    Counter Lean Head Float The strength of the lean counter rotation to apply to the head bone (usually this should be medium strength).
    Counter Lean Neck Float The strength of the lean counter rotation to apply to the neck bone (usually this should be low strength).

    See Also

    First Person Body

    Animator Controller

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