Lumberyard
Legacy Reference

Face Attachments

Face attachments require an attachment socket that provides a connection point between the attachment and the character. The socket is attached to a specific triangle on the mesh surface and moves along with the triangle when the skeleton is animated and the mesh gets deformed. The location of the face attachment can be relative to the triangle and it is possible to assign face attachments to all skinned meshes of a character.

It is recommended that the character be first put into its bind pose. To do so, in Geppetto, in the Scene Parameters panel, choose Bind Pose next to Animation Layers.

When you move the socket using the using the gizmo tool in the viewport, it automatically connects to the closest triangle in the mesh.

To create a face attachment

  1. In Geppetto, in the Properties panel, click the number next to Attachments and Add or Insert.

  2. For Name, enter a name for the attachment.

  3. For Type, choose Face Attachment.

  4. For Geometry, choose the folder icon and select the desired *.cgf file for the attachment.

  5. For Material, choose the folder icon and select the desired *.mtl file for the attachment.

  6. Adjust the values of attachment parameters for the desired result, as listed in the following table.

Face Attachment Parameters

Parameter Description
View Distance Multiplier Multiplier to the computed fade-out camera distance to apply on the attachment.
Transform Transform-Translation (T) and Rotation (R) vectors for the X, Y, and Z axes in relation to Store Position and Rotation.
Simulation Type of simulated motion. Disabled is on by default, but types consist of: Pendulum Cone, Pendulum Hinge, Pendulum Half Cone, Spring Ellipsoid, and Translational Projection. For more information, see Secondary Animations (Simulations).
Hidden Hides the attachment.
Physicalized Rays Enables hit ray detection if a physics proxy is available.
Physicalized Collisions Enables collision detection if a physics proxy is available.