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Overview

ViewmodelOffsetSettings adjusts the mapped weapon and hand IK targets without editing animation clips. Position values are in centimeters. A value of 10 moves the target by 0.1 Unity units.

Use cases

  • Correct the weapon axis with Weapon Pivot Offset before changing its screen position.
  • Frame the weapon with Weapon Bone Offset after the pivot is correct.
  • Use hand offsets only for small grip corrections. Large values can separate the hands from the authored pose.
  • Keep the template pivot rotation when working from PA_Template_SciFi_FPS. It aligns the weapon’s model axes with the weapon bone.
For Sci-Fi FPS Pack, each PA_SciFi_FPS_* asset overrides this feature when a weapon needs its own placement. Start with the asset for a weapon that has a similar grip, then adjust its offsets.

Runtime requirements

The feature resolves Weapon Bone, IK Right Hand, and IK Left Hand from the GameplayAnimationController skeleton. Missing hand IK targets disable only that hand correction. A missing weapon bone prevents weapon offsets from being applied.

Sci-Fi workflow

Use PA_Template_SciFi_FPS for the shared pivot orientation. Edit the local Viewmodel Offset in the matching PA_SciFi_FPS_* asset to position one weapon. For example, PA_SciFi_FPS_ARX and PA_SciFi_FPS_TP12 inherit the template and override only Viewmodel Offset and ADS.