CONSOLEPREFIXCA

Console Commands and Variables with Prefix CA_

Motion synthesize and playback, parameterization through blending and inversed kinematics.


Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE

Alphabetically Sorted

Console Variables and Commands

    ca_AllowMultipleEffectsOfSameName

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

    ca_AnimWarningLevel

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

    ca_ApplyJointVelocitiesMode

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

    ca_AttachmentCullingRation

      
      ration between size of attachment and distance to camera
      

    ca_AttachmentCullingRationMP

      
      ration between size of attachment and distance to camera for MP
      

    ca_CharEditModel

      *TODO*

    ca_cloth_air_resistance

      
      "advanced" (more correct) version of damping
      

    ca_cloth_damping

      *TODO*

    ca_cloth_friction

      *TODO*

    ca_cloth_max_safe_step

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

    ca_cloth_max_timestep

      *TODO*

    ca_cloth_stiffness

      
      stiffness for stretching
      

    ca_cloth_stiffness_norm

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

    ca_cloth_stiffness_tang

      
      stiffness for shape preservation against tilting
      

    ca_cloth_thickness

      
      thickness for collision checks
      

    ca_cloth_vars_reset

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

    ca_DBAUnloadRemoveTime

      
      DBA Unload Timing: DBA Remove Time.
      

    ca_DBAUnloadUnregisterTime

      
      DBA Unload Timing: CAF Unregister Time.
      

    ca_DeathBlendTime

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

    ca_DebugADIKTargets

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

    ca_DebugAnimationStreaming

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

    ca_DebugAnimMemTracking

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

    ca_DebugAnimUpdates

      
      shows the amount of skeleton-updates
      

    ca_DebugAnimUsage

      
      shows what animation assets are used in the level
      

    ca_DebugAnimUsageOnFileAccess

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

    ca_DebugCommandBuffer

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

    ca_DebugCriticalErrors

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

    ca_DebugFacial

      
      Debug facial playback info
      

    ca_DebugFacialEyes

      
      Debug facial eyes info
      

    ca_DebugModelCache

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

    ca_DebugSegmentation

      
      if set to 1, we can see the timing and the segment-counter of all assets in a BSpace
      

    ca_DebugSkeletonEffects

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

    ca_DebugSWSkinning

      DUMPTODISK
      
      if this is 1, then we will see a green wireframe on top of software skinned meshes
      

    ca_DebugText

      DUMPTODISK
      
      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
      

    ca_DecalSizeMultiplier

      
      The multiplier for the decal sizes
      

    ca_disable_thread

      DUMPTODISK
      
      TEMP Disable Animation Thread.
      

    ca_DisableAnimationUnloading

      
      Disable Animation Unloading.
      

    ca_DrawAimIKVEGrid

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

    ca_DrawAimPoses

      
      draws the wireframe of the aim poses
      

    ca_DrawAllSimulatedSockets

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

    ca_DrawAttachmentOBB

      
      if this is 0, will not draw the attachments objects
      

    ca_DrawAttachmentProjection

      
      if this is 0, will not draw the attachment projections
      

    ca_DrawAttachments

      
      if this is 0, will not draw the attachments objects
      

    ca_DrawBaseMesh

      
      if this is 0, will not draw the characters
      

    ca_DrawBBox

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

    ca_DrawBinormals

      
      draws the binormals of the rendered character
      

    ca_DrawCC

      
      if this is 0, will not draw the CC characters
      

    ca_DrawCGA

      
      if this is 0, will not draw the CGA characters
      

    ca_DrawCHR

      
      if this is 0, will not draw the CHR characters
      

    ca_DrawDecalsBBoxes

      
      if set to 1, the decals bboxes are drawn
      

    ca_DrawEmptyAttachments

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

    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
      

    ca_DrawLookIK

      
      draws a visualization of look ik
      

    ca_DrawNormals

      
      draws the normals of the rendered character
      

    ca_DrawPose

      *TODO*

    ca_DrawPositionPost

      
      draws the world position of the character (after update)
      

    ca_DrawSkeleton

      
      if set to 1, the skeleton is drawn
      

    ca_DrawTangents

      
      draws the tangents of the rendered character
      

    ca_DrawVEGInfo

      
      if set to 1, the VEG debug info is drawn
      

    ca_DrawWireframe

      
      draws a wireframe on top of the rendered character
      

    ca_DumpUsedAnims

      
      writes animation asset statistics to the disk
      

    ca_eyes_procedural

      
      Enables/Disables procedural eyes animation
      

    ca_FacialAnimationRadius

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

    ca_FilterJoints

      *TODO*

    ca_ForceUpdateSkeletons

      
      Always update all skeletons, even if not visible.
      

    ca_KeepModels

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

    ca_lipsync_debug

      
      Enables facial animation debug draw
      

    ca_lipsync_phoneme_crossfade

      
      Cross fade time between phonemes in milliseconds
      

    ca_lipsync_phoneme_offset

      
      Offset phoneme start time by this value in milliseconds
      

    ca_lipsync_phoneme_strength

      
      LipSync phoneme strength
      

    ca_lipsync_vertex_drag

      
      Vertex drag coefficient when blending morph targets
      

    ca_LoadUncompressedChunks

      
      If this 1, then uncompressed chunks prefer compressed while loading
      

    ca_LockFeetWithIK

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

    ca_lod_ratio

      DUMPTODISK
      
      Character LOD ratio
      

    ca_MemoryDefragEnabled

      
      Enables defragmentation of anim data
      

    ca_MemoryDefragPoolSize

      
      Sets the upper limit on the defrag pool size
      

    ca_MemoryUsageLog

      
      enables a memory usage log
      

    ca_MinInPlaceCAFStreamSize

      
      min size a caf should be for in-place streaming
      

    ca_MotionBlurMovementThreshold

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

    ca_NoAnim

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

    ca_ParametricPoolSize

      
      Size of the parametric pool
      

    ca_physicsProcessImpact

      DUMPTODISK
      
      Process physics impact pulses.
      

    ca_PrecacheAnimationSets

      
      Enable Precaching of Animation Sets per Character.
      

    ca_ReloadAllCHRPARAMS

      
      reload all CHRPARAMS
      

    ca_SaveAABB

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

    ca_SerializeSkeletonAnim

      
      Turn on CSkeletonAnim Serialization.
      

    ca_SkipLoadThinFat

      
      Skip loading fat	hin stuff if enabled
      

    ca_SnapToVGrid

      
      if set to 1, we snap the control parameter to the closest VCell
      

    ca_StoreAnimNamesOnLoad

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

    ca_StreamCHR

      
      Set to enable CHR streaming
      

    ca_StreamDBAInPlace

      
      Set to stream DBA files in place
      

    ca_thread

      DUMPTODISK
      
      If >0 enables Animation Multi-Threading.
      

    ca_thread0Affinity

      DUMPTODISK
      
      Affinity of first Animation Thread.
      

    ca_thread1Affinity

      DUMPTODISK
      
      Affinity of second Animation Thread.
      

    ca_UnloadAnimationCAF

      DUMPTODISK
      
      unloading streamed CAFs as soon as they are not used
      

    ca_UnloadAnimationDBA

      
      if 1, then unload DBA if not used
      

    ca_useADIKTargets

      
      Use Animation Driven Ik Targets.
      

    ca_UseAimIK

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

    ca_UseAssetDefinedLod

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

    ca_UseDecals

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

    ca_UseFacialAnimation

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

    ca_UseIMG_AIM

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

    ca_UseIMG_CAF

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

    ca_UseJointMasking

      DUMPTODISK
      
      Use Joint Masking to speed up motion decoding.
      

    ca_UseLookIK

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

    ca_UseMorph

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

    ca_UsePhysics

      
      the physics is not applied (effectively, no IK)
      

    ca_UseRecoil

      
      If this is set to 1, then we enable procedural recoil
      

    ca_vaBlendCullingDebug

      
      Show Blend Shapes culling difference
      

    ca_vaBlendCullingThreshold

      
      Blend Shapes culling threshold
      

    ca_vaBlendEnable

      
      Enables Vertex Animation blends
      

    ca_vaBlendPostSkinning

      
      Perform Vertex Animation blends post skinning
      

    ca_vaEnable

      
      Enables Vertex Animation
      

    ca_Validate

      
      if set to 1, will run validation on animation data
      

    ca_vaProfile

      
      Enable Vertex Animation profile
      

    ca_vaScaleFactor

      
      Vertex Animation Weight Scale Factor
      

    ca_vaSkipVertexAnimationLOD

      
      Skip LOD 0 for characters using vertex animation
      

    ca_vaUpdateTangents

      
      Update Tangents on SKIN attachments that have the vertex color blue channel set to 255 and 8 weights