CA_CharacterAnimation Flashcards Preview

CryENGINE > CA_CharacterAnimation > Flashcards

Flashcards in CA_CharacterAnimation Deck (121)
1

ca_AllowMultipleEffectsOfSameName

Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance.

2

ca_AMC

enable some AMC functionality

3

ca_AMC_SmoothTurn

If this is 1, then we smooth the turn speed

4

ca_AMC_TurnLeaning

lean stronger in curves

5

ca_AnimActionDebug

Enables debugging information for the AnimActions

6

ca_AnimWarningLevel

if you set this to 0, there won't be any
frequest warnings from the animation system

7

ca_ApplyJointVelocitiesMode

Joint velocity preservation code mode: 0=Disabled, 1=Physics-driven, 2=Animation-driven

8

ca_AttachmentCullingRation

ration between size of attachment and distance to camera

9

ca_CharEditModel

TODO

10

ca_cloth_air_resistance

"advanced" (more correct) version of damping

11

ca_cloth_damping

TODO

12

ca_cloth_friction

TODO

13

ca_cloth_max_safe_step

if a segment stretches more than this (in *relative* units), its length is reinforced

14

ca_cloth_max_timestep

TODO

15

ca_cloth_stiffness

stiffness for stretching

16

ca_cloth_stiffness_norm

stiffness for shape preservation along normals ("convexity preservation")

17

ca_cloth_stiffness_tang

stiffness for shape preservation against tilting

18

ca_cloth_thickness

thickness for collision checks

19

ca_cloth_vars_reset

1 - load the values from the next char, 1 - apply normally, 2+ - ignore

20

ca_DBAUnloadRemoveTime

DBA Unload Timing: DBA Remove Time.

21

ca_DBAUnloadUnregisterTime

DBA Unload Timing: CAF Unregister Time.

22

ca_DeathBlendTime

Specifies the blending time between low-detail dead body skeleton and current skeleton

23

ca_DebugADIKTargets

If 1, then it will show if there are animation-driven IK-Targets for this model.

24

ca_DebugAnimationStreaming

if this is 1, then it shows what animations are streamed in

25

ca_DebugAnimMemTracking

if this is 1, then its shows the anim-key allocations

26

ca_DebugAnimUpdates

shows the amount of skeleton-updates

27

ca_DebugAnimUsage

shows what animation assets are used in the level

28

ca_DebugAnimUsageOnFileAccess

shows what animation assets are used in the level, triggered by key fileAccess events

29

ca_DebugCaps

Display current blended motion capabilities.

30

ca_DebugCommandBuffer

if this is 1, it will print the amount of commands for the blend-buffer

31

ca_DebugCriticalErrors

if 1, then we stop with a Fatal-Error if we detect a serious issue

32

ca_DebugFacial

Debug facial playback info

33

ca_DebugFacialEyes

Debug facial eyes info

34

ca_DebugFootPlants

if this is 1, it will print some debug text on the screen

35

ca_DebugModelCache

shows what models are currently loaded and how much memory they take

36

ca_DebugSkeletonEffects

If true, dump log messages when skeleton effects are handled.

37

ca_DebugSubstateTransitions

if this is 1, it will be possible to test blending between sub-states of an AAC

38

ca_DebugText

if this is 1, it will print some debug text on the screen
if you give a file path or part of it instead, only the info for that character will appear

39

ca_DecalSizeMultiplier

The multiplier for the decal sizes

40

ca_disable_thread

TEMP Disable Animation Thread.

41

ca_DrawAimIKVEGrid

if set to 1, we will the the grid with the virtual examples

42

ca_DrawAimPoses

draws the wireframe of the aim poses

43

ca_DrawAttachmentOBB

if this is 0, will not draw the attachments objects

44

ca_DrawAttachments

if this is 0, will not draw the attachments objects

45

ca_DrawBaseMesh

if this is 0, will not draw the characters

46

ca_DrawBBox

if set to 1, the own bounding box of the character is drawn

47

ca_DrawBinormals

draws the binormals of the rendered character

48

ca_DrawCC

if this is 0, will not draw the CC characters

49

ca_DrawCGA

if this is 0, will not draw the CGA characters

50

ca_DrawCGAAsSkin

if this is 1, will draw the CGA characters using skin (dp calls decreased)

51

ca_DrawCHR

if this is 0, will not draw the CHR characters

52

ca_DrawDecalsBBoxes

if set to 1, the decals bboxes are drawn

53

ca_DrawEmptyAttachments

draws a wireframe cube if there is no object linked to an attachment

54

ca_DrawFaceAttachments

if this is 0, will not draw the skin attachments objects

55

ca_DrawFootPlants

if this is 1, it will print some debug boxes at the feet of the character

56

ca_DrawIdle2MoveDir

if this is 1, we will draw the initial Idle2Move dir

57

ca_DrawLocator

if this is 1, we will draw the body and move-direction. If this is 2, we will also print out the move direction

58

ca_DrawLookIK

draws a visualization of look ik

59

ca_DrawNormals

draws the normals of the rendered character

60

ca_DrawPositionPost

draws the world position of the character (after update)

61

ca_DrawPositionPre

draws the world position of the character (before update)

62

ca_DrawSkeleton

if set to 1, the skeleton is drawn

63

ca_DrawTangents

draws the tangents of the rendered character

64

ca_DrawVEGInfo

if set to 1, the VEG debug info is drawn

65

ca_DrawWireframe

draws a wireframe on top of the rendered character

66

ca_DumpUsedAnims

writes animation asset statistics to the disk

67

ca_EnableAssetStrafing

asset strafing is disabled by default

68

ca_EnableAssetTurning

asset tuning is disabled by default

69

ca_eyes_procedural

Enables/Disables procedural eyes animation

70

ca_FacialAnimationFramerate

Update facial system at a maximum framerate of n. This framerate falls off linearly to zero with the distance.

71

ca_FacialAnimationRadius

Maximum distance at which facial animations are updated - handles zooming correctly

72

ca_FootAnchoring

if this is 1, it will print some debug boxes at the feet of the character

73

ca_ForceUpdateSkeletons

Always update all skeletons, even if not visible.

74

ca_FPWeaponInCamSpace

if this is 1, then we attach the weapon to the camera

75

ca_fullAnimStatistics

If 1, animation statistics shows all animations LMG is consist of, but does not show LMG names themselves.
If 0, shows only top-level LMG names

76

ca_GameControlledStrafing

Use game controlled strafing/curving flag, instead of low level calculated curving weight.

77

ca_GroundAlignment

if this is 1, the legs of human characters will align with the terrain

78

ca_KeepModels

If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character

79

ca_lipsync_debug

Enables facial animation debug draw

80

ca_lipsync_phoneme_crossfade

Cross fade time between phonemes in milliseconds

81

ca_lipsync_phoneme_offset

Offset phoneme start time by this value in milliseconds

82

ca_lipsync_phoneme_strength

LipSync phoneme strength

83

ca_lipsync_vertex_drag

Vertex drag coefficient when blending morph targets

84

ca_LoadUncompressedChunks

If this 1, then uncompressed chunks prefer compressed while loading

85

ca_LockFeetWithIK

If this is set to 1, then we lock the feet to prevent sliding when additive animations are used

86

ca_lod_ratio

Character LOD ratio

87

ca_MemoryUsageLog

enables a memory usage log

88

ca_MotionBlurMovementThreshold

"advanced" Set motion blur movement threshold for discarding skinned object

89

ca_NoAnim

the animation isn't updated (the characters remain in the same pose)

90

ca_NoDeform

the skinning is not performed during rendering if this is 1

91

ca_ParametricPoolSize

Size of the parametric pool

92

ca_physicsProcessImpact

Process physics impact pulses.

93

ca_PrintDesiredSpeed

if this is 1, it will print the desired speed of the human characters

94

ca_RandomScaling

If this is set to 1, then we apply ransom scaling to characters

95

ca_SaveAABB

if the AABB is invalid, replace it by the default AABB

96

ca_SerializeSkeletonAnim

Turn on CSkeletonAnim Serialization.

97

ca_SkipLoadThinFat

Skip loading fat hin stuff if enabled

98

ca_SmoothStrafe

If this is 1, then we smooth the strafe vector

99

ca_StoreAnimNamesOnLoad

stores the names of animations during load to allow name lookup for debugging

100

ca_thread

If >0 enables Animation Multi-Threading.

101

ca_thread0Affinity

Affinity of first Animation Thread.

102

ca_thread1Affinity

Affinity of second Animation Thread.

103

ca_travelSpeedScaleMax

Maximum motion travel speed scale (default 2.0).

104

ca_travelSpeedScaleMin

Minimum motion travel speed scale (default 0.5).

105

ca_UnloadAnimationCAF

unloading streamed CAFs as soon as they are not used

106

ca_UnloadAnimationDBA

if 1, then unload DBA if not used

107

ca_UseAimIK

If this is set to 1, then we are adding a look-at animation to the skeleton

108

ca_UseAimIKRefPose

If this is set to 1, adjust aim pose by the reference pose if present

109

ca_UseAllJoints

if set to 1, then have no Animation-LOD (debugging feature for animation LOD)

110

ca_UseAnimationsCache

use dynamically unpacked animations cache

111

ca_UseAssetDefinedLod

Lowers render LODs for characters with respect to "consoles_lod0" UDP. Requires characters to be reloaded.

112

ca_UseDecals

if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals

113

ca_UseFacialAnimation

If this is set to 1, we can play facial animations

114

ca_UseIMG_AIM

if 1, then we use the IMG file. In development mode it is suppose to be off

115

ca_UseIMG_CAF

if 1, then we use the IMG file. In development mode it is suppose to be off

116

ca_UseJointMasking

Use Joint Masking to speed up motion decoding.

117

ca_UseLookIK

If this is set to 1, then we are adding a look-at animation to the skeleton

118

ca_UseMorph

the morph skinning step is skipped (it's part of overall skinning during rendering)

119

ca_UseOldStrafeSmoothing

Use old smoothing code to calculate the travel angle and strafe blendspace parameters.

120

ca_UsePhysics

the physics is not applied (effectively, no IK)

121

ca_Validate

f set to 1, will run validation on animation data