Lumberyard
Legacy Reference

Setting up a .Chrparams File

Use Geppetto to set up and store the aim IK definition in a character's .chrparams file. You can set up one aim IK definition in each .chrparams file.

To enable the Aim IK definition in a character's .chrparams file

  1. In Lumberyard Editor, choose Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to the .chrparams file to which you want to add the aim IK definition.

  3. Select the .chrparams file to load it in the Properties panel.

  4. In the Properties panel, expand IK Definition.

  5. Select the Aim IK check box.

  6. Use the information in the following sections to set the AIM IK properties for Directional Blends, Rotation List, and Position List.

Directional Blends

The Directional Blends settings specify a combination of parameter, start, and reference joints to use for aim poses, as described in Setting up a Skeleton. An animation is processed as an aim pose based on these settings when the AnimToken is found in the animation file name. For example, if a skeleton path contains the substring aim, the animation is considered an aim pose with aim_direction set as a parameter joint, spine as a start joint, and Locator_Locomotion as a reference joint. You can define these joints based on your skeleton setup, and you can specify more than one Directional Blends.

To set up the Directional Blends settings, fill in the properties for AnimToken, Parameter Joint, Start Joint, and Reference Joint.

AnimToken

A substring that must match part of the name of an animation to be processed as an aim pose. The AnimToken includes the current configuration for parameter, start, and reference joints.

Parameter Joint

The name of the parameter joint. For information, see Setting up a Skeleton.

Start Joint

The name of the start joint. For information, see Setting up a Skeleton.

Reference Joint

The name of the reference joint. For information, see Setting up a Skeleton.

Rotation List

The RotationList is populated with the list of skeleton joints from the .chr file that is associated with the .chrparams. The runtime code uses the joints that are enabled in the RotationList to calculate and blend the orientation of joints in the aim pose.

In this list, enable the joints that are used by all aim poses and/or multiple Directional Blends. Verify that the list is valid for all of them. The following parameters are available for each joint in the RotationList.

JointName

The name of the skeleton joint. If enabled, the aim pose uses this joint's orientation data.

Add (Additive)

Enables additive blending for the joint's orientation. When deselected, the default is to override blending.

Prim (Primary)

Specifies whether the joint is part of the hierarchical chain from the root joint up to the parameter joint.

Primary joints that are specified in the rotation list are typically the highest joints in the hierarchy going down the chain to the parameter joint. For example, a character's arms are specifically positioned in an aim pose. The pelvis/hip joint, spine joints, and parameter joint are enabled as primary joints. But the clavicle joints through the arms are not considered primary because they are children further in the hierarchy from the parameter joint in the skeleton hierarchy.

Position List

The PositionList is populated with the list of skeleton joints from the .chr file that is associated with the .chrparams file. The runtime code uses the joints that are enabled in the PositionList to calculate and blend the position of joints in the aim pose.

In this list, include the joints that are used by all aim poses and/or multiple Directional Blends. Verify that the list is valid for all of them. The following parameters are available for each joint in the PositionList.

JointName

The name of the skeleton joint. If enabled, the aim pose uses this joint's transform or positional data.

Add (Additive)

Enables additive blending for the joint's transform or position. When deselected, the default is to override blending.