CA_CharacterAnimation Flashcards
ca_AllowMultipleEffectsOfSameName
Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance.
ca_AMC
enable some AMC functionality
ca_AMC_SmoothTurn
If this is 1, then we smooth the turn speed
ca_AMC_TurnLeaning
lean stronger in curves
ca_AnimActionDebug
Enables debugging information for the AnimActions
ca_AnimWarningLevel
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_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
if this is 1, then it shows what animations are streamed in
ca_DebugAnimMemTracking
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_DebugCaps
Display current blended motion capabilities.
ca_DebugCommandBuffer
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_DebugFootPlants
if this is 1, it will print some debug text on the screen
ca_DebugModelCache
shows what models are currently loaded and how much memory they take
ca_DebugSkeletonEffects
If true, dump log messages when skeleton effects are handled.
ca_DebugSubstateTransitions
if this is 1, it will be possible to test blending between sub-states of an AAC
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
ca_DecalSizeMultiplier
The multiplier for the decal sizes
ca_disable_thread
TEMP Disable Animation Thread.
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_DrawAttachmentOBB
if this is 0, will not draw the attachments objects
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_DrawCGAAsSkin
if this is 1, will draw the CGA characters using skin (dp calls decreased)
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_DrawFaceAttachments
if this is 0, will not draw the skin attachments objects
ca_DrawFootPlants
if this is 1, it will print some debug boxes at the feet of the character
ca_DrawIdle2MoveDir
if this is 1, we will draw the initial Idle2Move dir
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_DrawPositionPost
draws the world position of the character (after update)
ca_DrawPositionPre
draws the world position of the character (before 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_EnableAssetStrafing
asset strafing is disabled by default
ca_EnableAssetTurning
asset tuning is disabled by default
ca_eyes_procedural
Enables/Disables procedural eyes animation
ca_FacialAnimationFramerate
Update facial system at a maximum framerate of n. This framerate falls off linearly to zero with the distance.
ca_FacialAnimationRadius
Maximum distance at which facial animations are updated - handles zooming correctly
ca_FootAnchoring
if this is 1, it will print some debug boxes at the feet of the character
ca_ForceUpdateSkeletons
Always update all skeletons, even if not visible.
ca_FPWeaponInCamSpace
if this is 1, then we attach the weapon to the camera
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
ca_GameControlledStrafing
Use game controlled strafing/curving flag, instead of low level calculated curving weight.
ca_GroundAlignment
if this is 1, the legs of human characters will align with the terrain
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
Character LOD ratio
ca_MemoryUsageLog
enables a memory usage log
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_NoDeform
the skinning is not performed during rendering if this is 1
ca_ParametricPoolSize
Size of the parametric pool
ca_physicsProcessImpact
Process physics impact pulses.
ca_PrintDesiredSpeed
if this is 1, it will print the desired speed of the human characters
ca_RandomScaling
If this is set to 1, then we apply ransom scaling to characters
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_SmoothStrafe
If this is 1, then we smooth the strafe vector
ca_StoreAnimNamesOnLoad
stores the names of animations during load to allow name lookup for debugging
ca_thread
If >0 enables Animation Multi-Threading.
ca_thread0Affinity
Affinity of first Animation Thread.
ca_thread1Affinity
Affinity of second Animation Thread.
ca_travelSpeedScaleMax
Maximum motion travel speed scale (default 2.0).
ca_travelSpeedScaleMin
Minimum motion travel speed scale (default 0.5).
ca_UnloadAnimationCAF
unloading streamed CAFs as soon as they are not used
ca_UnloadAnimationDBA
if 1, then unload DBA if not used
ca_UseAimIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseAimIKRefPose
If this is set to 1, adjust aim pose by the reference pose if present
ca_UseAllJoints
if set to 1, then have no Animation-LOD (debugging feature for animation LOD)
ca_UseAnimationsCache
use dynamically unpacked animations cache
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
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_UseOldStrafeSmoothing
Use old smoothing code to calculate the travel angle and strafe blendspace parameters.
ca_UsePhysics
the physics is not applied (effectively, no IK)
ca_Validate
f set to 1, will run validation on animation data