CA_CharacterAnimation Flashcards

1
Q

ca_AllowMultipleEffectsOfSameName

A

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

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2
Q

ca_AMC

A

enable some AMC functionality

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3
Q

ca_AMC_SmoothTurn

A

If this is 1, then we smooth the turn speed

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4
Q

ca_AMC_TurnLeaning

A

lean stronger in curves

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5
Q

ca_AnimActionDebug

A

Enables debugging information for the AnimActions

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6
Q

ca_AnimWarningLevel

A

if you set this to 0, there won’t be any

frequest warnings from the animation system

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7
Q

ca_ApplyJointVelocitiesMode

A

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

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8
Q

ca_AttachmentCullingRation

A

ration between size of attachment and distance to camera

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9
Q

ca_CharEditModel

A

TODO

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10
Q

ca_cloth_air_resistance

A

“advanced” (more correct) version of damping

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11
Q

ca_cloth_damping

A

TODO

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12
Q

ca_cloth_friction

A

TODO

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13
Q

ca_cloth_max_safe_step

A

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

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14
Q

ca_cloth_max_timestep

A

TODO

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15
Q

ca_cloth_stiffness

A

stiffness for stretching

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16
Q

ca_cloth_stiffness_norm

A

stiffness for shape preservation along normals (“convexity preservation”)

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17
Q

ca_cloth_stiffness_tang

A

stiffness for shape preservation against tilting

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18
Q

ca_cloth_thickness

A

thickness for collision checks

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19
Q

ca_cloth_vars_reset

A

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

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20
Q

ca_DBAUnloadRemoveTime

A

DBA Unload Timing: DBA Remove Time.

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21
Q

ca_DBAUnloadUnregisterTime

A

DBA Unload Timing: CAF Unregister Time.

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22
Q

ca_DeathBlendTime

A

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

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23
Q

ca_DebugADIKTargets

A

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

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24
Q

ca_DebugAnimationStreaming

A

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

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25
Q

ca_DebugAnimMemTracking

A

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

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26
Q

ca_DebugAnimUpdates

A

shows the amount of skeleton-updates

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27
Q

ca_DebugAnimUsage

A

shows what animation assets are used in the level

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28
Q

ca_DebugAnimUsageOnFileAccess

A

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

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29
Q

ca_DebugCaps

A

Display current blended motion capabilities.

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30
Q

ca_DebugCommandBuffer

A

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

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31
Q

ca_DebugCriticalErrors

A

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

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32
Q

ca_DebugFacial

A

Debug facial playback info

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33
Q

ca_DebugFacialEyes

A

Debug facial eyes info

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34
Q

ca_DebugFootPlants

A

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

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35
Q

ca_DebugModelCache

A

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

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36
Q

ca_DebugSkeletonEffects

A

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

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37
Q

ca_DebugSubstateTransitions

A

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

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38
Q

ca_DebugText

A

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

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39
Q

ca_DecalSizeMultiplier

A

The multiplier for the decal sizes

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40
Q

ca_disable_thread

A

TEMP Disable Animation Thread.

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41
Q

ca_DrawAimIKVEGrid

A

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

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42
Q

ca_DrawAimPoses

A

draws the wireframe of the aim poses

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43
Q

ca_DrawAttachmentOBB

A

if this is 0, will not draw the attachments objects

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44
Q

ca_DrawAttachments

A

if this is 0, will not draw the attachments objects

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45
Q

ca_DrawBaseMesh

A

if this is 0, will not draw the characters

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46
Q

ca_DrawBBox

A

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

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47
Q

ca_DrawBinormals

A

draws the binormals of the rendered character

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48
Q

ca_DrawCC

A

if this is 0, will not draw the CC characters

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49
Q

ca_DrawCGA

A

if this is 0, will not draw the CGA characters

50
Q

ca_DrawCGAAsSkin

A

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

51
Q

ca_DrawCHR

A

if this is 0, will not draw the CHR characters

52
Q

ca_DrawDecalsBBoxes

A

if set to 1, the decals bboxes are drawn

53
Q

ca_DrawEmptyAttachments

A

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

54
Q

ca_DrawFaceAttachments

A

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

55
Q

ca_DrawFootPlants

A

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

56
Q

ca_DrawIdle2MoveDir

A

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

57
Q

ca_DrawLocator

A

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
Q

ca_DrawLookIK

A

draws a visualization of look ik

59
Q

ca_DrawNormals

A

draws the normals of the rendered character

60
Q

ca_DrawPositionPost

A

draws the world position of the character (after update)

61
Q

ca_DrawPositionPre

A

draws the world position of the character (before update)

62
Q

ca_DrawSkeleton

A

if set to 1, the skeleton is drawn

63
Q

ca_DrawTangents

A

draws the tangents of the rendered character

64
Q

ca_DrawVEGInfo

A

if set to 1, the VEG debug info is drawn

65
Q

ca_DrawWireframe

A

draws a wireframe on top of the rendered character

66
Q

ca_DumpUsedAnims

A

writes animation asset statistics to the disk

67
Q

ca_EnableAssetStrafing

A

asset strafing is disabled by default

68
Q

ca_EnableAssetTurning

A

asset tuning is disabled by default

69
Q

ca_eyes_procedural

A

Enables/Disables procedural eyes animation

70
Q

ca_FacialAnimationFramerate

A

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

71
Q

ca_FacialAnimationRadius

A

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

72
Q

ca_FootAnchoring

A

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

73
Q

ca_ForceUpdateSkeletons

A

Always update all skeletons, even if not visible.

74
Q

ca_FPWeaponInCamSpace

A

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

75
Q

ca_fullAnimStatistics

A

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
Q

ca_GameControlledStrafing

A

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

77
Q

ca_GroundAlignment

A

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

78
Q

ca_KeepModels

A

If set to 1, will prevent models from unloading from memory

upon destruction of the last referencing character

79
Q

ca_lipsync_debug

A

Enables facial animation debug draw

80
Q

ca_lipsync_phoneme_crossfade

A

Cross fade time between phonemes in milliseconds

81
Q

ca_lipsync_phoneme_offset

A

Offset phoneme start time by this value in milliseconds

82
Q

ca_lipsync_phoneme_strength

A

LipSync phoneme strength

83
Q

ca_lipsync_vertex_drag

A

Vertex drag coefficient when blending morph targets

84
Q

ca_LoadUncompressedChunks

A

If this 1, then uncompressed chunks prefer compressed while loading

85
Q

ca_LockFeetWithIK

A

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

86
Q

ca_lod_ratio

A

Character LOD ratio

87
Q

ca_MemoryUsageLog

A

enables a memory usage log

88
Q

ca_MotionBlurMovementThreshold

A

“advanced” Set motion blur movement threshold for discarding skinned object

89
Q

ca_NoAnim

A

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

90
Q

ca_NoDeform

A

the skinning is not performed during rendering if this is 1

91
Q

ca_ParametricPoolSize

A

Size of the parametric pool

92
Q

ca_physicsProcessImpact

A

Process physics impact pulses.

93
Q

ca_PrintDesiredSpeed

A

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

94
Q

ca_RandomScaling

A

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

95
Q

ca_SaveAABB

A

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

96
Q

ca_SerializeSkeletonAnim

A

Turn on CSkeletonAnim Serialization.

97
Q

ca_SkipLoadThinFat

A

Skip loading fat hin stuff if enabled

98
Q

ca_SmoothStrafe

A

If this is 1, then we smooth the strafe vector

99
Q

ca_StoreAnimNamesOnLoad

A

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

100
Q

ca_thread

A

If >0 enables Animation Multi-Threading.

101
Q

ca_thread0Affinity

A

Affinity of first Animation Thread.

102
Q

ca_thread1Affinity

A

Affinity of second Animation Thread.

103
Q

ca_travelSpeedScaleMax

A

Maximum motion travel speed scale (default 2.0).

104
Q

ca_travelSpeedScaleMin

A

Minimum motion travel speed scale (default 0.5).

105
Q

ca_UnloadAnimationCAF

A

unloading streamed CAFs as soon as they are not used

106
Q

ca_UnloadAnimationDBA

A

if 1, then unload DBA if not used

107
Q

ca_UseAimIK

A

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

108
Q

ca_UseAimIKRefPose

A

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

109
Q

ca_UseAllJoints

A

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

110
Q

ca_UseAnimationsCache

A

use dynamically unpacked animations cache

111
Q

ca_UseAssetDefinedLod

A

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

112
Q

ca_UseDecals

A

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

113
Q

ca_UseFacialAnimation

A

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

114
Q

ca_UseIMG_AIM

A

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

115
Q

ca_UseIMG_CAF

A

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

116
Q

ca_UseJointMasking

A

Use Joint Masking to speed up motion decoding.

117
Q

ca_UseLookIK

A

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

118
Q

ca_UseMorph

A

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

119
Q

ca_UseOldStrafeSmoothing

A

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

120
Q

ca_UsePhysics

A

the physics is not applied (effectively, no IK)

121
Q

ca_Validate

A

f set to 1, will run validation on animation data