What does the x-axis mean in the ThirdPersonOffsetCurve in the Lyra project?

The x-axis in the ThirdPersonOffsetCurve in the Lyra project controls the horizontal offset of the character relative to the camera. Positive values move the character to the right, and negative values move the character to the left. The value of zero represents the center of the screen.

The ThirdPersonOffsetCurve is a spline curve that can be used to create smoother and more natural character movements. The points of the curve can be adjusted to control the amount of offset at different points in the animation.

In the Lyra project, the ThirdPersonOffsetCurve is used to control the character’s movement while running and walking. The curve is adjusted so that the character moves naturally and does not get stuck at the edges of the screen.

Here is a more detailed description of the effects of the x-axis on the ThirdPersonOffsetCurve:

  • Positive values move the character to the right.
  • Negative values move the character to the left.
  • The value of zero represents the center of the screen.

The ThirdPersonOffsetCurve is a powerful tool that can be used to improve the look and feel of character movement.

Is there anything else I can help you with today?

I encountered ThirdPersonOffsetCurve when adjusting camera behaviour, and the existing answer is unrelated to that. Took me a while to figure it out but the key insight way realizing that the x-axis represent degrees, so for example looking at 45 degree angle into the sky is represented by 45, while looking straight down is represented by -90. And y axis represents centimeters of offset, as in how many centimeters should camera distance itself from its original first person view position on each of the axes. Coordinates seem to be in camera space, not world space, so negative X actually represents how far back should camera be and is the main variable that needs adjustment. Y can be used to offset the camera left-right, and the Z can be used to offset the camera up and down. This graph can be edited as the simulation is running and feedback can be seen in real time so the best way to adjust this is to start the simulation and look at the horizon, and set all 3 values for 0 degrees, then look 30 degrees up, then make points at the 30 degree mark and adjust the camera for that, and repeat the process for 60, 89, -30, -60, -89 or anything in between. You likely won’t need that many points unless you’re doing something highly specific, and 3 or 4 will likely be enough. You can ignore the graph areas under -89 and above 89 as camera can’t rotate beyond those angles.