If you don't know how to activate the mod it's simple, just open Cyber Engine Tweaks with the button you selected, then go to Bindings
Then you put the keys you will use (I recommend to have all that stuff in the image since that way you can make a better third person camera)
Now you need to activate the mod, to do this press the key you selected in binding (Activate/Deactivate Third Person) and then press the key to change the camera until the character is on the left side (To next Camera View), with the Zoom in and zoom out you can choose the proximity of the camera and done!
To make the game playable in third person, select those 2, that way the camera will always see your character even if you makes a movement (those settings are in debug menu, to use it you need to bind a key to it)
Now Set Field of View to 60 and Transition Speed FPP to TPP when transitioning to 0.000, also X-Axis to 0.498, Y-Axis to -1.438 and Z-Axis to -0.075 that way you will have a cinematic camera mode!!!!
This step is only for those who want third-person combat mode, it is not recommended YET!!!! Now I don't recommend third person combat mode yet but if you want to use it you should Turn OFF weapon override and download the melee and gun archives from optional files
This is also important!!! Before updating the mod you must delete the previous file because they have different names!!! If you don't do it you will have bugs!
The combat mode still has some bugs, that's why it's not recommended to use it yet, even so if you want to try it there I mentioned how to do it (The best made one is the melee combat animations), now the image you mention is not from the creator, he mentioned that he found it somewhere, but he's trying to fix those animations although it's quite difficult xD
Indeed if you are installing this in 2025 avoid v11 and v12 to minimize bugs in first person, v10 does work fine for now. We should all thank the modders who added options like this one. TPP shouldn't even exist so it's a miracle they managed to make something that kinda works (at least outside combats).
I wish there was an automatic mode where we only get in Third person view while walking. For example when we right click and walk third person kicks in, or when we toggle walk on and off on keyboard.
It is currently the only way I use third person, running and jumping/ climbing animations are stil far from looking good.
Exactly what I did but ended up removing the mod... Even in V10 when restricting its use of it, some of the animations are still broken and break the immersion. I also had a problem with this mod installed, where I had some flickers in first person that immediately went away once the mod was removed (maybe a conflict with another mod). To summarize, I hope this will be improved in the future; otherwise, it's not for me. Great work nonetheless.
I have a Ultra wide Monitor and installed this mod with JP third Person, Now my menus are bugged they are cropped and lock my mouse to the window within the cropped area. Please help if you can. I have tried every common troubleshoot.
Looks like this has been abandoned? Shame, Tylerr23 was really onto something, at least in terms of getting NPC animations translated over to TPP. At least there are ready-made animations to work from instead of having to do animations for TPP from scratch.
The problem re. body shape in 3rd person remains the biggest problem IMHO, and I know the author had a go with version 11, but it's not really the same as the inventory/photomode body shape at all. At the moment, the best one can hope for is a semi-decent look from behind with either of the two narrow shoulders rigs.
And actually, tbh, the basic walk in the walk-up-and-down-stairs mod is still the best looking walk, at least from behind - although from the side, all walks so far have that Shaggy-from-Scooby-Doo look about them (caved in chest, long neck, i.e. that loping along look, with a pulled-down ribcage (which I think is primarily what's responsible for the giraffe neck) and squashed-down waist, with flattened breasts on any big breasted body) - even the ones here in version 11 still have the perfume of that horrible look.
I still don't understand why we can't have in third person the rig SHAPE and/or body SHAPE that's in inventory and photomode.
I noticed the other day that in coming out of Photomode into the "real world", there are sometimes moments when the third person body retains the pose for a few seconds. Particularly noticeable in the first Ballet pose (from that pose pack) for some reason. To me this seems to show that it's absolutely possible to have the body in perfect "proper" proportions from a third person perspective, in the actual game world, even if it's only for a few seconds.
*****************
Can anyone who understands any of this please explain to me in layman's terms? So you have the mesh, the rig, the rig deforms and the animations. The rig seems to do two jobs, it provides "nodes" that can either hold the mesh steady in a particular shape, or deform the mesh over time in an animation. Correct? Then there's rig deforms, which seem to alter the relative positions of the nodes, which in turn alters the shape of the mesh.
Now in inventory and photomode, the correctly-shaped body obviously does do animations - there's the idle in inventory and the body can have various poses in photomode (note also: I've just recently noticed that AMM has a whole bunc hof animations and you can even fire off animations, at least face ones, in PMU). Presumably that's done via a rig, right?
But what's giving the basic standing body its perfect shape in inventory/photomode while that (presumably) identical mesh has the horrible (in tpp but good in fpp) shape it has in tpp in the game world? Is it perhaps the case that the developers added a kind of rig deform to the "proper" body shape to make it work well in fpp? If so could that be removed? Even if the deform they used no longer exists as a separate thing to be found in the game, couldn't the measurements of how the rig was deformed be extracted by comparing the proportions of the inventory/photomode body and adding back what the fpp deform takes away (supposing it is that that;'s the problem)?
(Another thing I keep forgetting about because I haven't played without tpp for a while - but with bikes, the body that gets on the bike and sits on it is the proper body shape, right? Maybe there's a clue there? That's at least one tpp body/animation with the proper proportions, that exists in the game world itself. But I might be misremembering, it might be the monstrosity tpp body but we just don't notice it to be such because it's crouched over.)
Dunno, just wondering aloud. Somehow this problem has to be solved, we don't need the complete solution, tpp for wandering around in the woirld and fpp for combat would do, but it's got to be the correct body shape, not the monstrosity we have, which was clearly set up by the developers solely in order to look good from fpp and to provide a shadow, and was never meant to be seen in tpp.
Not abandoned just a LOT of work to do what the game by default does NOT allow to be done.
See my earlier posts and even Youtube link to show just how well this mod actually performs when installed properly.
TL:DR version of why this can NOT be a vanilla game feature:
The game devs NEVER made a skeleton for bodies. Where a game like skyrim has bones and joints and skeletons with something like 30+ points of articulation, Cyberpunk has a cookie cutter body with like 5 points of articulation.
Everything is more or less "cheated" with photo mode, pose packs authors create, etc. etc. Making a custom animation takes dozens of hours or hundreds of hours to attempt to make it look right.
3rd Person combat? Near impossible because V's body does not have simple things like wrists, elbows and shoulders.
The fundamental things for proper 3D animation, dancing, let alone MODDING in new animations simply do not exist within the base game engine.
But if you want working proof of how WELL this mod works, here's my recent test video. Works just like this in game 2.2 and 2.21.
Epic mod. TONS of hard work went into it. Author deserves major props.
3rd person combat is out of the question, I can understand that. But 3rd person walking around and interacting with the world with the proper shape of body? How is that so undoable?
You say there are all these obstacles and lacks in the way, yet when I look at the game world I see reasonably well-articulated NPCs doing reasonably well animated things, using bodies that aren't horribly distorted in order to be viewed from first person. (In fact, the 3rd person NPC animations are sometimes exquisitely subtle.)
So the information and the possibility is in the game somewhere.
And in fact tylerr has proved that the information re. animation, at least, is in the game, and it can be "translated" to player tpp, in principle.
That's not in dispute, but that's not the real burden of what my post was about, if you'll look back on it. My problem is not with the animations per se, Tylerr showed that with time and effort they can be done.
MY MAIN PROBLEM IS WITH THE HORRIBLY DISTORTED BODY SHAPE IN TPP. You can do all the animation you want, but if the body that's doing it looks like a monstrosity, it's all for naught (and it's no different with the YT clip you show, that body is also horribly distorted compared to the "proper" body shape as seen in inventory and photomode). Am I crazy or are people just not seeing it - or not caring? It's a complaint that's cropped up regularly from "innocents" in the chat tab of the tpp mod, for years (basically: cool that I can do this but why is the body so distorted?)
And yes, I understand it has that shape so that it looks good in fpp. But why can't whatever distortions to the "proper" body shape (as seen in the game world with NPCs, as seen with the player character in inventory view, photomode and AMM) be un-done? I mean, to me, it looks like a rig deform that CDPR just applied to what is otherwise the normal body proportions of models in the game, only it's some kind of rig deform that's "baked in." And my suspicion is heighted by the fact that there are at least 2 mods that change that shape by means of rig deform (spawn0's and the "tighter shoulders" variation on that; I suspect maybe 3 if you include the feminine stairs walk?). They're not perfect, but they show that improvement is possiblie by means of rig deform. Combine that with the animation process tylerr showed here, and you have something that's close enough for jazz in a game that wasn't designed around tpp, and something that could gradually be improved and refined over time.
But first the body shape has to be right. (And I'm even wondering if it's the rig deform - or whatever it is that's distorting the player body - that's throwing off" the attempts to apply NPC animations cleanly to the player tpp body, i.e making it more difficult and fiddly than it otherwise might be?)
Hi, not abandoned, just doing more work on this would destroy me as I'm busy with uni at the moment. Suprised no one else has taken the liberty to clean up the animations. I had no blender experience prior to working on this mod and no animation experience, so LIKE LETS GET SOME PROS IN THIS BITCH. Anyone has permission to take this mod and do what they want
If it was that easy people would have already done it. This very mod involves a process of adapting NPC animations to the player character, but it's quite a laborious process.
I'm still not clear on why the distortions that exist in the tpp model (the distortions that are obviously there to make it look good in fpp) can't be un-done and an un-fucked tpp body (as seen in photomode and inventory view) be used as the basis for animations.
Since there are rig deforms that go some way to solving that problem (the narrower shoulders rig deforms), I can't understand why the relative measurements of the body as seen in photomode/inventory, can't be transferred onto the tpp figure via rig deform, to go ALL THE WAY (to making the body look like the body looks in photomode/inventory) AND THEN have the animations be transferred from NPCs.
Surely it's going to be easier to transfer animations if the body the animations are being transferred to has the same shape (the "proper" body shape) as the bodies the animations are being transferred from?
I mean, thinking about it logically, CDPR must have started with properly-shaped bodies and adapted that properly-shaped body for first person player usage, which means it must have had some kind of systematic distortions applied, either via some original rig deform or by some other method. Surely those distortions can be un-done by comparing the rig measurements as they proportion the body in photomode/inventory versus the screwed-up ("screwed up" not from fpp ofc, but from tpp pov) proportions the body has out in the "real world?"
(I only keep harping on about this in the hope that somebody a bit "pro" can look in and have some answers. Sorry Tylerr23, if you feel this is cluttering up the chat, feel free to delete!)
that uh.. video. yeah third person hasnt progressed very far since it was first "introduced" also there are red engine games with full 3rd person support using the same engine version as the one used for cyberpunk with the same file setups and everything instead of making everything from scratch mod devs should be shredding the latest witcher release and moving those 3rd person files built for this exact version of redengine over seems like the more logical route because what we have here is still far far far from a playable version of a "third person" perspective. as it currently is this mod is unusable it looks horrible. not the mod authors fault by any means but gosh imagine wasting so much time fighting to build something that honestly cant be made without dissecting parts of other red engine games *shrug*
Yeah I've wondered about that too - how transferable is the TW3 3rd person movement system to this game?
At the very least, would it be possible by comparing TW3, to find out how the distortion of the body (that makes it suitable for first person viewing but makes it look horrible in third person) is being applied in CP2077?
If you're like me and are using this mod to make FPP shadows better and dont care as much about the TPP then I suggest using Version 10 of this mod and turning down the head bobbing setting in your accessibility settings in game. Doing this will get rid of the loading screen bug when holstering weapons and clambering ledges, aswell as getting rid of any broken arms that may occur such as when using the projectile launcher.
This mod seems to mess with first person animations. Leaning/grabbing drinks has my arms a good foot and a half up and to the right. I am not sure if I did something wrong, but uninstalling this mod fixed the off center arms in fist person animations.
yes, personally I would just like my V to look like something in TPP mode, but I don't use the mod because it breaks animations in mods like Idle Anywhere :/ I wanted to know if this has been fixed with the newer versions...
I went back to version 10.0 until that's fixed. It works if you use that version instead of the newest one. I'm hoping that issue will be fixed soon, but for now, I suggest trying using that instead.
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Also remember to remove the previous mods if you have it
TPP Third Person Jog Animation Redone
Third Person Crouch Walk Animation Redone
Then you put the keys you will use (I recommend to have all that stuff in the image since that way you can make a better third person camera)
Now you need to activate the mod, to do this press the key you selected in binding (Activate/Deactivate Third Person) and then press the key to change the camera until the character is on the left side (To next Camera View), with the Zoom in and zoom out you can choose the proximity of the camera and done!
Now Set Field of View to 60 and Transition Speed FPP to TPP when transitioning to 0.000, also X-Axis to 0.498, Y-Axis to -1.438 and Z-Axis to -0.075 that way you will have a cinematic camera mode!!!!
Now I don't recommend third person combat mode yet but if you want to use it you should Turn OFF weapon override and download the melee and gun archives from optional files
Thanks again Tyler for sharing your work with us!!
I can imagine its not good with melee, but the modder posted a screenshot with over-the-shoulder camera for shooting. Is that also not good?
I wish there was an automatic mode where we only get in Third person view while walking. For example when we right click and walk third person kicks in, or when we toggle walk on and off on keyboard.
It is currently the only way I use third person, running and jumping/ climbing animations are stil far from looking good.
The problem re. body shape in 3rd person remains the biggest problem IMHO, and I know the author had a go with version 11, but it's not really the same as the inventory/photomode body shape at all. At the moment, the best one can hope for is a semi-decent look from behind with either of the two narrow shoulders rigs.
And actually, tbh, the basic walk in the walk-up-and-down-stairs mod is still the best looking walk, at least from behind - although from the side, all walks so far have that Shaggy-from-Scooby-Doo look about them (caved in chest, long neck, i.e. that loping along look, with a pulled-down ribcage (which I think is primarily what's responsible for the giraffe neck) and squashed-down waist, with flattened breasts on any big breasted body) - even the ones here in version 11 still have the perfume of that horrible look.
I still don't understand why we can't have in third person the rig SHAPE and/or body SHAPE that's in inventory and photomode.
I noticed the other day that in coming out of Photomode into the "real world", there are sometimes moments when the third person body retains the pose for a few seconds. Particularly noticeable in the first Ballet pose (from that pose pack) for some reason. To me this seems to show that it's absolutely possible to have the body in perfect "proper" proportions from a third person perspective, in the actual game world, even if it's only for a few seconds.
*****************
Can anyone who understands any of this please explain to me in layman's terms? So you have the mesh, the rig, the rig deforms and the animations. The rig seems to do two jobs, it provides "nodes" that can either hold the mesh steady in a particular shape, or deform the mesh over time in an animation. Correct? Then there's rig deforms, which seem to alter the relative positions of the nodes, which in turn alters the shape of the mesh.
Now in inventory and photomode, the correctly-shaped body obviously does do animations - there's the idle in inventory and the body can have various poses in photomode (note also: I've just recently noticed that AMM has a whole bunc hof animations and you can even fire off animations, at least face ones, in PMU). Presumably that's done via a rig, right?
But what's giving the basic standing body its perfect shape in inventory/photomode while that (presumably) identical mesh has the horrible (in tpp but good in fpp) shape it has in tpp in the game world? Is it perhaps the case that the developers added a kind of rig deform to the "proper" body shape to make it work well in fpp? If so could that be removed? Even if the deform they used no longer exists as a separate thing to be found in the game, couldn't the measurements of how the rig was deformed be extracted by comparing the proportions of the inventory/photomode body and adding back what the fpp deform takes away (supposing it is that that;'s the problem)?
(Another thing I keep forgetting about because I haven't played without tpp for a while - but with bikes, the body that gets on the bike and sits on it is the proper body shape, right? Maybe there's a clue there? That's at least one tpp body/animation with the proper proportions, that exists in the game world itself. But I might be misremembering, it might be the monstrosity tpp body but we just don't notice it to be such because it's crouched over.)
Dunno, just wondering aloud. Somehow this problem has to be solved, we don't need the complete solution, tpp for wandering around in the woirld and fpp for combat would do, but it's got to be the correct body shape, not the monstrosity we have, which was clearly set up by the developers solely in order to look good from fpp and to provide a shadow, and was never meant to be seen in tpp.
See my earlier posts and even Youtube link to show just how well this mod actually performs when installed properly.
TL:DR version of why this can NOT be a vanilla game feature:
The game devs NEVER made a skeleton for bodies. Where a game like skyrim has bones and joints and skeletons with something like 30+ points of articulation, Cyberpunk has a cookie cutter body with like 5 points of articulation.
Everything is more or less "cheated" with photo mode, pose packs authors create, etc. etc. Making a custom animation takes dozens of hours or hundreds of hours to attempt to make it look right.
3rd Person combat? Near impossible because V's body does not have simple things like wrists, elbows and shoulders.
The fundamental things for proper 3D animation, dancing, let alone MODDING in new animations simply do not exist within the base game engine.
But if you want working proof of how WELL this mod works, here's my recent test video. Works just like this in game 2.2 and 2.21.
Epic mod. TONS of hard work went into it. Author deserves major props.
https://youtu.be/ok5sUpwu4sw?si=7hMIJx-y0WEcpMES
You say there are all these obstacles and lacks in the way, yet when I look at the game world I see reasonably well-articulated NPCs doing reasonably well animated things, using bodies that aren't horribly distorted in order to be viewed from first person. (In fact, the 3rd person NPC animations are sometimes exquisitely subtle.)
So the information and the possibility is in the game somewhere.
And in fact tylerr has proved that the information re. animation, at least, is in the game, and it can be "translated" to player tpp, in principle.
That's not in dispute, but that's not the real burden of what my post was about, if you'll look back on it. My problem is not with the animations per se, Tylerr showed that with time and effort they can be done.
MY MAIN PROBLEM IS WITH THE HORRIBLY DISTORTED BODY SHAPE IN TPP. You can do all the animation you want, but if the body that's doing it looks like a monstrosity, it's all for naught (and it's no different with the YT clip you show, that body is also horribly distorted compared to the "proper" body shape as seen in inventory and photomode). Am I crazy or are people just not seeing it - or not caring? It's a complaint that's cropped up regularly from "innocents" in the chat tab of the tpp mod, for years (basically: cool that I can do this but why is the body so distorted?)
And yes, I understand it has that shape so that it looks good in fpp. But why can't whatever distortions to the "proper" body shape (as seen in the game world with NPCs, as seen with the player character in inventory view, photomode and AMM) be un-done? I mean, to me, it looks like a rig deform that CDPR just applied to what is otherwise the normal body proportions of models in the game, only it's some kind of rig deform that's "baked in." And my suspicion is heighted by the fact that there are at least 2 mods that change that shape by means of rig deform (spawn0's and the "tighter shoulders" variation on that; I suspect maybe 3 if you include the feminine stairs walk?). They're not perfect, but they show that improvement is possiblie by means of rig deform. Combine that with the animation process tylerr showed here, and you have something that's close enough for jazz in a game that wasn't designed around tpp, and something that could gradually be improved and refined over time.
But first the body shape has to be right. (And I'm even wondering if it's the rig deform - or whatever it is that's distorting the player body - that's throwing off" the attempts to apply NPC animations cleanly to the player tpp body, i.e making it more difficult and fiddly than it otherwise might be?)
I praise it everywhere cyberpunk is spoken of choom.
You are king for this.
I'm still not clear on why the distortions that exist in the tpp model (the distortions that are obviously there to make it look good in fpp) can't be un-done and an un-fucked tpp body (as seen in photomode and inventory view) be used as the basis for animations.
Since there are rig deforms that go some way to solving that problem (the narrower shoulders rig deforms), I can't understand why the relative measurements of the body as seen in photomode/inventory, can't be transferred onto the tpp figure via rig deform, to go ALL THE WAY (to making the body look like the body looks in photomode/inventory) AND THEN have the animations be transferred from NPCs.
Surely it's going to be easier to transfer animations if the body the animations are being transferred to has the same shape (the "proper" body shape) as the bodies the animations are being transferred from?
I mean, thinking about it logically, CDPR must have started with properly-shaped bodies and adapted that properly-shaped body for first person player usage, which means it must have had some kind of systematic distortions applied, either via some original rig deform or by some other method. Surely those distortions can be un-done by comparing the rig measurements as they proportion the body in photomode/inventory versus the screwed-up ("screwed up" not from fpp ofc, but from tpp pov) proportions the body has out in the "real world?"
(I only keep harping on about this in the hope that somebody a bit "pro" can look in and have some answers. Sorry Tylerr23, if you feel this is cluttering up the chat, feel free to delete!)
At the very least, would it be possible by comparing TW3, to find out how the distortion of the body (that makes it suitable for first person viewing but makes it look horrible in third person) is being applied in CP2077?