AC_Animated Character Flashcards

1
Q

ac_animErrorClamp

A

Forces the animation to stay within the maximum error distance/angle.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

ac_animErrorMaxAngle

A

Degrees animation orientation is allowed to stray from entity.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

ac_animErrorMaxDistance

A

Meters animation location is allowed to stray from entity

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

ac_clampTimeAnimation

A

Time it takes for carry clamping to reduce the deviation to zero

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

ac_clampTimeEntity

A

Time it takes for carry clamping to reduce the deviation to zero

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

ac_ColliderModeAI

A

Force override collider mode for all AI

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

ac_ColliderModePlayer

A

Force override collider for all players

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

ac_debugAnimEffects

A

Print Log messages when anim events spawn effects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

ac_debugAnimError

A

Display debug history graphs of anim error distance and angle.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

ac_debugAnimTarget

A

Display debug history graphs of anim target correction

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

ac_debugCarryCorrection

A

no answer

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

ac_debugColliderMode

A

Display filtered and requested collider modes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

ac_debugEntityParams

A

Display entity params graphs

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

ac_debugFilter

A

Debug specified entity name only

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

ac_debugFutureAnimPath

A

Display future animation path given current motion parameters

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

ac_debugLocations

A

Debug render entity locations (blue) and logical animation location (red)

17
Q

ac_debugLocationGraphs

A

Display debug history graphs of anim and entity locations and movement

18
Q

ac_debugMotionParams

A

Display graph of motion parameters

19
Q

ac_debugMovementControlMethods

A

Display movement control methods

20
Q

ac_debugPrediction

A

Display graph of motion parameters

21
Q

ac_debugSelection

A

Display locomotion state selection as text

22
Q

ac_debugSelectionParams

A

Display graph of selection parameters values

23
Q

ac_debugText

A

Display entity/animation location/movement values. etc.

24
Q

ac_debugTweakTrajectoryFit

A

Don’t apply any movement to entity and animation, but allow calculations to think they are moving normally

25
Q

ac_debugXXXValues

A

Display some values temporarily hooked into temp history graphs

26
Q

ac_disableSlidingContactEvents

A

Force disable sliding contact events

27
Q

ac_enableProceduralLeaning

A

Enable procedural leaning (disabled asset leaning and curving slowdown)

28
Q

ac_entityAnimClamp

A

Forces the entity movement to be limited by animation

29
Q

ac_forceSimpleMovement

A

Force enable simplified movement (not visible, dedicate server, etc)

30
Q

ac_frametime

A

Display a graph of the frametime

31
Q

ac_movementControlMethodHor

A

Force reinterprets Decoupled/CatchUp MCM specified by AG as Entity MCM (H/V overrides override this)

32
Q

ac_movementControlMethodVer

A

Overrides the vertical movement control method specified by AG (overrides filter)

33
Q

ac_templateMCMs

A

Use MCMs from AG state templates instead of AG state headers