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First person copied the head bone's full rotation into the camera, so every nod, tilt and wobble of the skater's animation shook the view. True first person (on by default) splits the head into heading, nod and tilt. The heading is followed in full; a share of the nod (86%) and of the tilt (0%, a level horizon) is kept. All three pass a One Euro filter: heavy smoothing while the head barely moves, little lag in spins (a 720 stays within about 10 degrees). The eye's movement around the body is filtered the same way, and Head bob sets how much of it is kept. Upside down (flips, bails) the view blends back to the real head unless Follow flips is off. It runs before the existing spring arm, which is unchanged; switching it off gives the plain head camera back exactly. Third person on foot (off by default) hands the camera back to the game while the physics state is Offboard (504) and takes it again on the board, through the same actions as the menu toggle. It only runs while first person is on or paused by it, and the player's own toggle, Freecam or the Park Editor end it. New settings are saved with the other FirstPerson.* choices. Engine/Game/Skater/Test/first_person_stabilize_tests.cpp covers the math. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>