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Question by Puddin482 · Dec 19, 2010 at 05:25 AM · animationmeshcharacterbonehide

First Person Legs.

Hi Unity Community,

My current project is a first person shooter game, all about immersion. And with immersion in mind I would like to have the ability for my player to look down and see their own legs.

I already have a character fully animated with per bone hit detection and everything, which is simply made invisible to the player so that in first person they can't see their character's torso and arms clipping about in the camera's path. The problem of course is that then you can't see your animated legs as you walk.

Would anyone happen to have some guidelines on how to essentially hide the top portion of my character mesh so that only his legs show?

Thanks. -Puddin

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Answer by Paulius-Liekis · Dec 19, 2010 at 12:33 PM

You can always make another mesh with just legs in it. Otherwise you can add some alpha-texture with aplpha-cut/aplha-blend shader.

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avatar image Puddin482 · Dec 20, 2010 at 03:04 AM 0
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That's a brilliant idea! I was able to use an alpha texture to hide the top portion of my character through a material, surely saves me the work of making a separate legs entity. Thanks for the answer, I appreciate it!

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Answer by efge · Dec 19, 2010 at 01:14 PM

The best way would be Paulius' answer.

But you could also try to adjust the near clipping plane of the players camera.

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Answer by Justin Warner · Dec 19, 2010 at 11:39 PM

Is the problem that the camera is to close to the legs to actually see them, so it clips them?

If so, try changing the plane clipping in the camera settings... Should work =).

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avatar image Puddin482 · Dec 20, 2010 at 03:06 AM 0
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I did try this, however my 3rd person character's arms are out holding a weapon in front of his face so to move the near clipping plane enough to cover his arms, I'd also be clipping out any part of the environment that got too close. But still, thank you

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