Overview
ViewmodelOffsetSettings adjusts the mapped weapon and hand IK targets without editing animation clips. Position values are authored in centimeters and converted to Unity units at runtime.
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 supplied pivot rotation when working from . It converts the pack’s authored weapon orientation into the runtime orientation expected by the mapped weapon bone.
Runtime requirements
The feature resolves Weapon Bone, IK Right Hand, and IK Left Hand from theGameplayAnimationController skeleton. Missing hand IK targets disable only that hand correction. A missing weapon bone prevents weapon offsets from being applied.
Sci-Fi workflow
UsePA_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.