I'm trying to find out the best approach when showing a player their body from a first-person view (like in Cyberpunk). So far, I've parented the camera to a Node3D used for pivoting the player's head.

This pivot lets me move the camera outside the model's head and rotate the pivot/head from my controller script. This is how I got my player laid out:
- CharacterBody3D
- CollisionShape3D (Capsule)
- Heads (Node3D)
Here's the problem: If I look down low enough, the player's chest and head gets in the way of the camera:

Granted Mixamo Ybot characters have large chests. Both walk and run animations naturally pitch the head low enough during the animation to get in the way of the camera:

I'm trying to figure what's the best way of handling this. Here are some ideas I thought of:
- Is there a way to cull out part of the character body? Maybe gradually fade away the area of the body closer to the camera.
- Or somehow parent the camera to the head's animation movement while giving the head node an offset. Also find a way to stabilize the movement of the camera
Thanks!