Motion synthesize and playback, parameterization through blending and inversed kinematics.
Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance.
if you set this to 0, there won't be any frequest warnings from the animation system
Joint velocity preservation code mode: 0=Disabled, 1=Physics-driven, 2=Animation-driven
ration between size of attachment and distance to camera
ration between size of attachment and distance to camera for MP
*TODO*
"advanced" (more correct) version of damping
*TODO*
*TODO*
if a segment stretches more than this (in *relative* units), its length is reinforced
*TODO*
stiffness for stretching
stiffness for shape preservation along normals ("convexity preservation")
stiffness for shape preservation against tilting
thickness for collision checks
1 - load the values from the next char, 1 - apply normally, 2+ - ignore
DBA Unload Timing: DBA Remove Time.
DBA Unload Timing: CAF Unregister Time.
Specifies the blending time between low-detail dead body skeleton and current skeleton
If 1, then it will show if there are animation-driven IK-Targets for this model.
if this is 1, then it shows what animations are streamed in
if this is 1, then its shows the anim-key allocations
shows the amount of skeleton-updates
shows what animation assets are used in the level
shows what animation assets are used in the level, triggered by key fileAccess events
if this is 1, it will print the amount of commands for the blend-buffer
if 1, then we stop with a Fatal-Error if we detect a serious issue
Debug facial playback info
Debug facial eyes info
shows what models are currently loaded and how much memory they take
if set to 1, we can see the timing and the segment-counter of all assets in a BSpace
If true, dump log messages when skeleton effects are handled.
if this is 1, then we will see a green wireframe on top of software skinned meshes
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
The multiplier for the decal sizes
TEMP Disable Animation Thread.
Disable Animation Unloading.
if set to 1, we will the the grid with the virtual examples
draws the wireframe of the aim poses
if set to 1, the own bounding box of the character is drawn
if this is 0, will not draw the attachments objects
if this is 0, will not draw the attachment projections
if this is 0, will not draw the attachments objects
if this is 0, will not draw the characters
if set to 1, the own bounding box of the character is drawn
draws the binormals of the rendered character
if this is 0, will not draw the CC characters
if this is 0, will not draw the CGA characters
if this is 0, will not draw the CHR characters
if set to 1, the decals bboxes are drawn
draws a wireframe cube if there is no object linked to an attachment
if this is 1, we will draw the body and move-direction. If this is 2, we will also print out the move direction
draws a visualization of look ik
draws the normals of the rendered character
*TODO*
draws the world position of the character (after update)
if set to 1, the skeleton is drawn
draws the tangents of the rendered character
if set to 1, the VEG debug info is drawn
draws a wireframe on top of the rendered character
writes animation asset statistics to the disk
Enables/Disables procedural eyes animation
Maximum distance at which facial animations are updated - handles zooming correctly
*TODO*
Always update all skeletons, even if not visible.
If set to 1, will prevent models from unloading from memory upon destruction of the last referencing character
Enables facial animation debug draw
Cross fade time between phonemes in milliseconds
Offset phoneme start time by this value in milliseconds
LipSync phoneme strength
Vertex drag coefficient when blending morph targets
If this 1, then uncompressed chunks prefer compressed while loading
If this is set to 1, then we lock the feet to prevent sliding when additive animations are used
Character LOD ratio
Enables defragmentation of anim data
Sets the upper limit on the defrag pool size
enables a memory usage log
min size a caf should be for in-place streaming
"advanced" Set motion blur movement threshold for discarding skinned object
the animation isn't updated (the characters remain in the same pose)
Size of the parametric pool
Process physics impact pulses.
Enable Precaching of Animation Sets per Character.
reload all CHRPARAMS
if the AABB is invalid, replace it by the default AABB
Turn on CSkeletonAnim Serialization.
Skip loading fat hin stuff if enabled
if set to 1, we snap the control parameter to the closest VCell
stores the names of animations during load to allow name lookup for debugging
Set to enable CHR streaming
Set to stream DBA files in place
If >0 enables Animation Multi-Threading.
Affinity of first Animation Thread.
Affinity of second Animation Thread.
unloading streamed CAFs as soon as they are not used
if 1, then unload DBA if not used
Use Animation Driven Ik Targets.
If this is set to 1, then we are adding a look-at animation to the skeleton
Lowers render LODs for characters with respect to "consoles_lod0" UDP. Requires characters to be reloaded.
if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculating/building the decals
If this is set to 1, we can play facial animations
if 1, then we use the IMG file. In development mode it is suppose to be off
if 1, then we use the IMG file. In development mode it is suppose to be off
Use Joint Masking to speed up motion decoding.
If this is set to 1, then we are adding a look-at animation to the skeleton
the morph skinning step is skipped (it's part of overall skinning during rendering)
the physics is not applied (effectively, no IK)
If this is set to 1, then we enable procedural recoil
Show Blend Shapes culling difference
Blend Shapes culling threshold
Enables Vertex Animation blends
Perform Vertex Animation blends post skinning
Enables Vertex Animation
if set to 1, will run validation on animation data
Enable Vertex Animation profile
Vertex Animation Weight Scale Factor
Skip LOD 0 for characters using vertex animation
Update Tangents on SKIN attachments that have the vertex color blue channel set to 255 and 8 weights