Shoulder-view camera angles: Looking at the world like your avatar does We're all used to OpenSim's standard rear camera angle. A camera that floats more than three and a half metres above the ground. But seriously, this camera angle has got a whole lot of issues.
Sure, it can be practical when building. But first of all, it requires buildings which are even more ridiculously out-of-scale than the avatars created by fresh Second Life converts. Otherwise, the camera would constantly bump into the ceiling or even clip through it.
Besides, it suggests that this is your eye level. You don't see the world from your avatar's point of view. 3.60m (12') doors with handles on actual eye level or even higher don't seem strange to you at all, nor do living-rooms with ceiling heights akin to cathedrals or chin-high handrails.
Last but not least, high-hovering cameras are so 2000s. Nowadays, "shoulder cams" at the same height as the character's eyes are all the rage in video games. And you can have them in OpenSim as well.
Here are two settings I've found to work well.
"Standard" shoulder view, right of centre:
Camera Offset:
X -0.700
Y -0.400
Z -0.300
Focus Offset:
X 1.000
Y -0.400
Z 0.700
Scale:
1.000
Alternative shoulder view, left of centre:
Camera Offset:
X -0.700
Y 0.400
Z -0.300
Focus Offset:
X 1.000
Y 0.400
Z 0.700
Scale:
1.000