Camera on HEAD
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.0% endorsement rate
- 🏆 #15 of 33 Gameplay mods in this game by downloads
📋 About This Mod
It turns out that there was another realistic animation set for Faith's head, which is now reproduced by changing camera position to... **Issue: vertical view angle is locked
It turns out that Faith's head is actually fully animated, which is now reproduced by changing camera position to the corresponding skeleton joint instead of the original seperate one.
Issues:
-vertical view angle is locked
-camera shake will be missing when wallrunning, using magrope and sliding off ramps
-not compatible with mods that effects 'FaithCharacter' file
****IN SOME CUTSCENES THE HEAD HAS UNUSED ANIMATIONS TOO
(the name of the mod was changed, because frankly i think i was making it ambiguous/misleading for unnecessary hypes (I BOLDED IT JUST AFTER THIS THOUGH (changed it back)))
After looking for approaches for a few days i have to say that i can't fix all the issues on my own.
Notes for interested modders:
- the only two changes to the game files are:
'GameplayBonesToSkeleton'- to wanted camera position in 'Skeleton_Faith'
'CameraForwardAxis' to 'YAxis' to fix camera direction in 'FaithCharacter'
so what I've found in 'Skeleton_Faith':
-details such as bone id, hierarchy, pose datas of every single bone is shown
-changing 'LocalPose' and 'ModelPose' doesn't seem to work.
-‘hierarchy’ means the bone id that the current one is attached to.
If you just change 'GameplayBonesToSkeleton'- (at 179 as default) to for example, 'Head'(id 52) in 'Skeleton_Faith' and launch the game, the camera will face to the left as I can remember, that's because the head has a rotation axis pointing to the left/right direction, and the camera will face along the rotation axis by default. And this is what the tweaks in 'FaithCharacter' is for. You simply go Object - Component and then Component inside it and 'Camera' and there's a 'CameraForwardAxis' at 'ZAxis' by default, change it to 'YAxis' then camera will be fixed to forward direction.
-For example, 'CameraJoint' is where the camera is attached to in vanilla game, with id number 179, and in hierarchy you see that this bone's 'hierarchy' says 178, which means it's attached to the bone with 178 as id number, which is 'CameraBase', and 'hierarchy' of that is '1', which is 'AITrajectory' and then 'Reference' as '0' at basically 0,0,0 relative to the whole character. As the name suggests 'LocalPose' means the length and rotations (relative to the bone it's attached to) of a bone, and you can see that while every actual body parts of Faith are attached to each other as they should be, 'CameraBase' is actually just a 1. 58m long stick. And if you put camera on 'CameraBase' and launch the game you will see that the camera will be completely not animated and stay at a point '1. 58m' above the ground, which shows that the vanilla camera movements/animations are all stored in that 179'CameraJoint' Bone, including everything not only rolling, sliding, but also the view rotations actually--And that's why vertical view angle limit is a tricky thing here, --So, currently with this mod Faith can still turn horizontally or turn to left/right, but it's actually because the character model will rotate to the direction where you are going. Actually the original camera is still turning (as 'CameraJoint' and invisible), only that the actual character model including the head is following up later, which explains why with the mod looking around and turning will be a bit delayed, while Faith's head in the character model does not follow 'CameraJoint' vertically, thus giving the vertical limit.
The issue here is, it doesn't seem possible to edit animations for that 'CameraJoint' bone in detail, as there doesn't appear to be some sort of seperate animation file or blueprints with tweakable parameters. And what I'm hoping as possible approaches to bring back free vertical look are:
A. make seperate 'SkeletonFaith' (or 'MasterSke_Faith' it's refrenced by) files (in which all those bones are attached in different manners) and make a key-triggered toogle in 'FaithCharacter' blueprint to bring a camera switch feature
B. Look for actual animations for camera look rotations (for 'CameraJoint') and try to transfer them to 'Head'
C. Ban all animations except for mouse-rotation ones for 'CameraJoint' and attach it to 'Head' and then re-attach the camera on it.
D. Write a independent mouse-rotate script for the camera
I've already cleared all permission in the options on nexus and hope someone with sufficiant knowledge & experience can help improve this.
gameplay notes:
for interaction triggers, lower the head for better recognization
Try turning motion blur off! It might make it much more comfortable and might be very good visually.
maybe try fisheye effects if you have reshade
📊 Mod Details
- Game
- Mirrorsedgecatalyst Mods
- Author
- Lrkshdgkcv
- Version
- RUICheek
- Downloads
- 1,515
- Endorsements
- 15
- Category
- Gameplay
- Created
- 12/3/2025
- Updated
- 12/17/2025
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