Lumberyard
Legacy Reference

Skin Attachments

Skin attachments have their own skeleton, so that you can replace body parts, such as heads, hands, or upper and lower body parts. Also, these body parts are automatically animated and deformed by the base skeleton. Skeleton extensions support skinned attachments that have more joints and different joints than the base skeleton. You can also merge together different types of skeletons, even skeletons from different characters.

To create a skin attachment in Geppetto

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

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

  3. For Type, choose Skin Attachment.

  4. For Geometry, click the folder icon and then select the .skin file for the attachment.

  5. For Material, click the folder icon and then select the .mtl file for the attachment.

  6. Specify the following skin attachment parameters for the desired result.

Skin Attachment Parameters

Parameter Description
View Distance Multiplier Multiplier to the computed fade-out camera distance to apply on the attachment.
Hidden Hides the attachment.
Software Skinning If selected, the mesh gets skinned on the CPU instead of the GPU. Software skinning is required for blend shapes and to have tangent frames recalculated every frame.
Linear Skinning GPU

If selected, sends the bone transforms as dual quaternions to the GPU and converts them to matrices on the GPU before blending them together for scaling.

For more information, see Enabling Linear Skinning with Geppetto.

Linear Skinning CPU

If selected, converts the bone transforms to matrices on the CPU before sending the matrices to the GPU for skinning.

For more information, see Enabling Linear Skinning with Geppetto.