Legacy Reference

Using Geppetto

Geppetto is used to set up fully animated characters in Lumberyard, in preparation for use with either custom game code to select, play, and blend animations, or with the Mannequin animation controller system. In Geppetto you build a character by associating one or more skinned models with an animation skeleton (built in a DCC like 3DS Max or Maya), and specifying a list of animations (built in a DCC like 3DS Max or Maya) to use with that character.

Animations can also be combined together into blend spaces, which are collections of similar animations that can smoothly blend together to vary travel speed, turning speed, travel angle, slope, turn angle, and travel distance. Blend spaces allow you to easily author natural, complex locomotion for characters. You can use Geppetto to add attachments to the character, such as weapons or other props, including physically simulated attachments that are connected by springs, pendulums, and strings of joints, allowing you to model clothing attachments, capes, and large scale movement of hair. Geppetto also allows you to preview animations and blends between animations on the characters you define, set compression settings for game ready animation data, and compare compressed and uncompressed animations.

To access Geppetto from Lumberyard Editor, choose Tools, Geppetto. Geppetto has the following UI:

A. Viewport window

Displays the loaded character. Use the WASD keyboard keys for movement and the right mouse button for camera rotation.

B. Assets pane

Lists all character assets, skeletons, animations, and compression settings. Each asset item has a context menu with available options. When an asset is selected, its properties are displayed in the Properties panel.

There are multiple ways to filter the tree in the Assets panel:

  • By name. It is possible to specify multiple strings separated by a space to look for substrings. For example, walk relaxed looks for any name that contains both "walk" and "relaxed".

  • By type

  • Using advanced filtering options, like presence of events or location of file.

You can have multiple instances of the Assets window open. To create a new instance, choose Split Pane Assets navigation bar.

C. Scene Parameters panel

This panel is used for previewing purposes and consists of the following:

  • Character name – Used to select and load a new character by clicking the folder icon. When a character is loaded, you can use the button to select a CDF so you don't have to locate it in the Assets tree every time.

  • Animation Layers – Location where the played animations are set up. Whenever you select an animation in the Assets panel, one is assigned to the active animation layer, which is highlighted with bold text. Add new animation layers using the button next to it. Remove animation layers through the context menu. Blend spaces, aimposes, and lookposes expose additional settings.

  • Blend shape – Shows blend shape sliders when the character contains blend shapes.

  • Audio Setup – Used to preview sound foleys and footsteps.

  • Run Feature Test – Used to add and run project-specific tests.

D. Properties panel

Lists character definitions, skeleton, and animation properties.

E. Playback panel

Displays the animation timeline and playback options, such as looping and speed.

All panels can be moved and are dockable.


Because hot reloading of character-related assets is not supported in Lumberyard Editor, you need to close and restart Lumberyard Editor if you modify any characters that pre-exist in a level. This is not necessary for characters that later spawn into a level. This does not apply if you are previewing changes in Geppetto.