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
ca_DebugAnimMemTracking
if this is 1, then its shows the anim-key allocations
26
ca_DebugAnimUpdates
shows the amount of skeleton-updates
27
ca_DebugAnimUsage
shows what animation assets are used in the level
28
ca_DebugAnimUsageOnFileAccess
shows what animation assets are used in the level, triggered by key fileAccess events
29
ca_DebugCaps
Display current blended motion capabilities.
30
ca_DebugCommandBuffer
if this is 1, it will print the amount of commands for the blend-buffer
31
ca_DebugCriticalErrors
if 1, then we stop with a Fatal-Error if we detect a serious issue
32
ca_DebugFacial
Debug facial playback info
33
ca_DebugFacialEyes
Debug facial eyes info
34
ca_DebugFootPlants
if this is 1, it will print some debug text on the screen
35
ca_DebugModelCache
shows what models are currently loaded and how much memory they take
36
ca_DebugSkeletonEffects
If true, dump log messages when skeleton effects are handled.
37
ca_DebugSubstateTransitions
if this is 1, it will be possible to test blending between sub-states of an AAC
38
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
39
ca_DecalSizeMultiplier
The multiplier for the decal sizes
40
ca_disable_thread
TEMP Disable Animation Thread.
41
ca_DrawAimIKVEGrid
if set to 1, we will the the grid with the virtual examples
42
ca_DrawAimPoses
draws the wireframe of the aim poses
43
ca_DrawAttachmentOBB
if this is 0, will not draw the attachments objects
44
ca_DrawAttachments
if this is 0, will not draw the attachments objects
45
ca_DrawBaseMesh
if this is 0, will not draw the characters
46
ca_DrawBBox
if set to 1, the own bounding box of the character is drawn
47
ca_DrawBinormals
draws the binormals of the rendered character
48
ca_DrawCC
if this is 0, will not draw the CC characters
49
ca_DrawCGA
if this is 0, will not draw the CGA characters
50
ca_DrawCGAAsSkin
if this is 1, will draw the CGA characters using skin (dp calls decreased)
51
ca_DrawCHR
if this is 0, will not draw the CHR characters
52
ca_DrawDecalsBBoxes
if set to 1, the decals bboxes are drawn
53
ca_DrawEmptyAttachments
draws a wireframe cube if there is no object linked to an attachment
54
ca_DrawFaceAttachments
if this is 0, will not draw the skin attachments objects
55
ca_DrawFootPlants
if this is 1, it will print some debug boxes at the feet of the character
56
ca_DrawIdle2MoveDir
if this is 1, we will draw the initial Idle2Move dir
57
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
58
ca_DrawLookIK
draws a visualization of look ik
59
ca_DrawNormals
draws the normals of the rendered character
60
ca_DrawPositionPost
draws the world position of the character (after update)
61
ca_DrawPositionPre
draws the world position of the character (before update)
62
ca_DrawSkeleton
if set to 1, the skeleton is drawn
63
ca_DrawTangents
draws the tangents of the rendered character
64
ca_DrawVEGInfo
if set to 1, the VEG debug info is drawn
65
ca_DrawWireframe
draws a wireframe on top of the rendered character
66
ca_DumpUsedAnims
writes animation asset statistics to the disk
67
ca_EnableAssetStrafing
asset strafing is disabled by default
68
ca_EnableAssetTurning
asset tuning is disabled by default
69
ca_eyes_procedural
Enables/Disables procedural eyes animation
70
ca_FacialAnimationFramerate
Update facial system at a maximum framerate of n. This framerate falls off linearly to zero with the distance.
71
ca_FacialAnimationRadius
Maximum distance at which facial animations are updated - handles zooming correctly
72
ca_FootAnchoring
if this is 1, it will print some debug boxes at the feet of the character
73
ca_ForceUpdateSkeletons
Always update all skeletons, even if not visible.
74
ca_FPWeaponInCamSpace
if this is 1, then we attach the weapon to the camera
75
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
76
ca_GameControlledStrafing
Use game controlled strafing/curving flag, instead of low level calculated curving weight.
77
ca_GroundAlignment
if this is 1, the legs of human characters will align with the terrain
78
ca_KeepModels
If set to 1, will prevent models from unloading from memory | upon destruction of the last referencing character
79
ca_lipsync_debug
Enables facial animation debug draw
80
ca_lipsync_phoneme_crossfade
Cross fade time between phonemes in milliseconds
81
ca_lipsync_phoneme_offset
Offset phoneme start time by this value in milliseconds
82
ca_lipsync_phoneme_strength
LipSync phoneme strength
83
ca_lipsync_vertex_drag
Vertex drag coefficient when blending morph targets
84
ca_LoadUncompressedChunks
If this 1, then uncompressed chunks prefer compressed while loading
85
ca_LockFeetWithIK
If this is set to 1, then we lock the feet to prevent sliding when additive animations are used
86
ca_lod_ratio
Character LOD ratio
87
ca_MemoryUsageLog
enables a memory usage log
88
ca_MotionBlurMovementThreshold
"advanced" Set motion blur movement threshold for discarding skinned object
89
ca_NoAnim
the animation isn't updated (the characters remain in the same pose)
90
ca_NoDeform
the skinning is not performed during rendering if this is 1
91
ca_ParametricPoolSize
Size of the parametric pool
92
ca_physicsProcessImpact
Process physics impact pulses.
93
ca_PrintDesiredSpeed
if this is 1, it will print the desired speed of the human characters
94
ca_RandomScaling
If this is set to 1, then we apply ransom scaling to characters
95
ca_SaveAABB
if the AABB is invalid, replace it by the default AABB
96
ca_SerializeSkeletonAnim
Turn on CSkeletonAnim Serialization.
97
ca_SkipLoadThinFat
Skip loading fat hin stuff if enabled
98
ca_SmoothStrafe
If this is 1, then we smooth the strafe vector
99
ca_StoreAnimNamesOnLoad
stores the names of animations during load to allow name lookup for debugging
100
ca_thread
If >0 enables Animation Multi-Threading.
101
ca_thread0Affinity
Affinity of first Animation Thread.
102
ca_thread1Affinity
Affinity of second Animation Thread.
103
ca_travelSpeedScaleMax
Maximum motion travel speed scale (default 2.0).
104
ca_travelSpeedScaleMin
Minimum motion travel speed scale (default 0.5).
105
ca_UnloadAnimationCAF
unloading streamed CAFs as soon as they are not used
106
ca_UnloadAnimationDBA
if 1, then unload DBA if not used
107
ca_UseAimIK
If this is set to 1, then we are adding a look-at animation to the skeleton
108
ca_UseAimIKRefPose
If this is set to 1, adjust aim pose by the reference pose if present
109
ca_UseAllJoints
if set to 1, then have no Animation-LOD (debugging feature for animation LOD)
110
ca_UseAnimationsCache
use dynamically unpacked animations cache
111
ca_UseAssetDefinedLod
Lowers render LODs for characters with respect to "consoles_lod0" UDP. Requires characters to be reloaded.
112
ca_UseDecals
if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculating/building the decals
113
ca_UseFacialAnimation
If this is set to 1, we can play facial animations
114
ca_UseIMG_AIM
if 1, then we use the IMG file. In development mode it is suppose to be off
115
ca_UseIMG_CAF
if 1, then we use the IMG file. In development mode it is suppose to be off
116
ca_UseJointMasking
Use Joint Masking to speed up motion decoding.
117
ca_UseLookIK
If this is set to 1, then we are adding a look-at animation to the skeleton
118
ca_UseMorph
the morph skinning step is skipped (it's part of overall skinning during rendering)
119
ca_UseOldStrafeSmoothing
Use old smoothing code to calculate the travel angle and strafe blendspace parameters.
120
ca_UsePhysics
the physics is not applied (effectively, no IK)
121
ca_Validate
f set to 1, will run validation on animation data