Body step 2.5: the camera always rides the body

- one 3D view-follow rule (2 cm deadzone, hard 4 cm limit), no separate
  floor-follow; play-space-relative targets mean no feedback loop
- head guide drives the character's eye to the HMD while on your feet
- slow floor re-centering; Braced ignores the floor; anatomical head box

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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FoxyzandClaude Opus 5.5 committed 2026-10-02 10:38:14 +03:00
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@@ -178,3 +178,30 @@ wasn't able to climb." Fixed from the same session:
in place.
- The climbing spike now climbs like a person: hand moves are sequential (never release the second hand before the
first re-grips), and pulls are relative to the body/room.
## Step 2.5 — the camera always rides the body (2026-10-02)
Owner: "why doesn't the camera just follow the character when landing? … And not just when landing, but always.
And I'd prefer to exclude the moments where the camera clips out of the head as much as possible." Correct, and
it is what Boneworks/BIMOS does (the rig rides the body; the head is driven to the HMD).
- **One rule, always, 3D:** the camera rides the character's eye. Deadzone 2 cm, follow τ 0.04 s, hard
`MaxViewLead` 4 cm (the head box reaches 2 cm in front of the eye). The blocked eye→camera sweep stays.
2.3's separate standing-height "floor follow" is gone.
- **Why there is no feedback loop** (the fear behind 2.3's split): the True Body reads crouch as LOCAL head height
(camera − play-space floor), ground control re-bases its goal onto the real ground (`footY − floorY`), and so
does the new head guide. Moving the play space changes no target. 2.3's mantle "fight" came from two controllers
editing the same height.
- **Head guide** (BIMOS drives the head to the HMD): a 250 N, 5 Hz PD pulls the character's eye onto the camera
while on your feet (off while airborne, climbing or bracing on the hands). Without it, any transient body lag
(mid-squat) was converted by the tight view follow into a permanent play-space offset: 7 cm per deep squat. With
it, six held poses drift 1 cm.
- **Slow floor re-centering** (τ 1 s, grounded): eases the play-space floor onto the real ground. It moves the
camera toward the eye, the same direction as the follow, so it can't fight it. Without it, a small height offset
picked up while crawling held the head against a tunnel roof for good.
- **`Braced` excludes the floor** (group `no_grab`): hands on the floor while crawling aren't "pushing yourself up".
- **Anatomical head box:** centred 0.5 cm below the eyes (crown ~10 cm above, chin ~11 cm below; was 12.5 / 8.5).
The old box poked 2 cm into a 0.6 m tunnel's roof at a 0.42 m eye height.
Results (real-input spike): landing keeps the pelvis at standing height with eye-to-camera ≤ 6.8 cm (during the
fall); held poses drift 1 cm with the eye within 7 mm; crawl, mantle, climb, pull-up and hang all pass.