Is this a bad idea? (1 Character Mesh for all.)

Hello am wondering is it a bad idea to only have 1 rig/ mesh for a multiplayer game?
I want the full body rig to be visible to the player when looking down.
So what i did is i attached the Camera to the mesh and set it up with a FPS view.

is a small prototype i did showing what i mean.

Of course it needs some work, other animations are needed.
The camera needs to be attached to the head bone/ socket, and have the arm bones rotate when camera move.

So are there any reasons way i should not do it this way?
Seem it provides a more realistic view and gives my team mates less work in the animation department

Thanks for any input.

I am planning on doing the same, have been for some time actually.
Make sure you restrict the angle at which the player can look down and up (to make it realistic), as well as the sides - wont make much sense to have your ‘head’ (sight) scroll around your entire body.

This is basically what people call a true FPS camera.

Ok but is there any downsides to this?
Using only one mesh for both 3rd and 1st person view of the player.

One reason that FPS games go with a separated model is to be able to have a really high quality on the first person only guns/hands. It also makes tweaking certain things like ADS animations a bit easier. Other than that there’s no huge downside to a full first person body. I’m using one in my game as well and it works great.

That said, you can get the same effect by setting up your LOD settings so that it has a special super-high-detail LOD that only appears if your camera is on top of the mesh, and then use the regular LOD below that.

Thank you guys for the fast replys.
I see no resson for this beeing a bad idea then. :smiley:

Time to get coding.

It is definetly possible. But you will need a better procedual part for your animations.
For aiming I have tried to use aimoffsets at first, but it didn’t have the precision I wanted for the gun.
So I needed to move to an IK/Skeletal controller based solution for that. It could also have been that I just made some bad poses, since I’m a programmer, but since we don’t have a real artist currently this solution will save us some work in that department.
And because the arms have different rotations for different view rotations, you will have to add procedual components to Reload animations, etc.

is what I have done up untill now. The animations are just quickly put together by me and I’m not an Animator, but a programmer.

In this video you can also see that the Reload animation is different depending on the view pitch, because it is just a simple additive animation.

Just got it working used the sample Pawn from the sample content.

Feel i cheated all the magic is happening in the ANimation Blueprint i Migrated.
So i have to look into that of course.