Overview
Sway Modifier is used to dynamic weapon translation and angular offset when aiming and moving.
Bones
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Weapon Bone is the bone that will be animated.
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Weapon Additive Bone is an option bone that contains additive motion. This can be useful if you want to apply movement animations
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Delta Look Input is the delta look input of the player.
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Move Input is the movement direction input property.
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Is Aiming adjusts values if player is aiming.
Spring Sway
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Movement/Aiming Sway
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Position/Rotation
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Damping: Oscillation suppression factor in range [0;1].
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Stiffness: Oscillation factor in range [0;1].
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Speed: Interpolation speed.
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Scale: Final value multiplier.
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Damping Factor: How fast sway will interpolate to zero.
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Space: The space sway will be applied in.
Curve Animation
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Space Offset transfroms the additive animation from a custom space.
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Ads Curve Scale controls the influence of additive animations when aiming.
- Ads Curve Smoothing is interpolation
Use-cases
While the most common application is the weapon sway effect, this modifier can also be used to animate other parts of the body.
Tip: For example, it can be used to animate hands or even a character’s spine when moving around.
When it comes to adjusting the values, here are the general recommendations:
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Damping factor should be around ~0.4-0.5 — this has proved to be more natural in practice.
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Stiffness should be a bit higher than Damping, around ~0.6-0.7 — this will add that spring or jiggle effect to the sway.
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Speed depends on how fast the effect should happen. Setting different values for position and rotation might add variety to the motion and make it feel less “procedural”.
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Space should be set to “Component” most of the time. “Bone” might be useful if you want to take the bone’s rotation into account.