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Legacy Reference

.Chrparams File Setup

Look IK parameters are stored in the .chrparams file, whose format is shown in the following example. You can have at most one <LookIK_Definition> tag block within an <IK_Definition> tag block. Within a <LookIK_Definition> tag block, you can have at most one of each of the following blocks: LEyeAttachment, REyeAttachment, PositionList, RotationList.

<Params> <IK_Definition> <LookIK_Definition> <LEyeAttachment Name="eye_left"/> <REyeAttachment Name="eye_right"/> <DirectionalBlends> <Joint AnimToken="LookPoses" ParameterJoint="Bip01 Look" StartJoint="Bip01 Look" ReferenceJoint="Bip01 Pelvis"/> </DirectionalBlends> <RotationList> <Rotation Additive="1" Primary="1" JointName="Bip01 Pelvis"/> <Rotation Additive="1" Primary="1" JointName="Bip01 Spine"/> <Rotation Additive="1" Primary="1" JointName="Bip01 Spine1"/> <Rotation Additive="1" Primary="1" JointName="Bip01 Spine2" /> <Rotation Additive="1" Primary="1" JointName="Bip01 Spine3" /> <Rotation Additive="0" Primary="1" JointName="Bip01 Neck" /> <Rotation Additive="0" Primary="1" JointName="Bip01 Head" /> <Rotation Additive="0" Primary="1" JointName="Bip01 Look" /> </RotationList> <PositionList> <Position Additive="1" JointName="Bip01 Pelvis"/> </PositionList> </LookIK_Definition> </IK_Definition> ... <Params>

DirectionalBlends section

The DirectionalBlends section specifies a combination of parameter, start, and reference joints to use for look poses. An animation is processed as a look pose with this specific configuration when the AnimToken is found somewhere in its name. For example, any animation processed for a skeleton that contains the substring LookPoses anywhere in its path is considered a look pose with Bip01 Look as a parameter joint, Bip01 Look as a start joint, and Bip01 Pelvis as a reference joint.

You can specify more than one DirectionalBlends section.

RotationList section

The list in the RotationList section is used by the run-time code to identify the joints that contribute their orientation to look poses. Any joint not in this list will be ignored for the purposes of calculating and blending the look pose.

Primary joints should be specified at the start of the rotation list. All primary joints must appear in the list before any of their children that are also marked as primary.

LookPoses can only have one rotation list, so all joints used by all look poses should appear in this list, and the list should be valid for all of them.

  • JointName – The name of the joint.

  • Additive – The blend mode, where 1 is additive blending and 0 (zero) is override blending.

  • Primary - – A value that specifies if the joint is part of the hierarchical chain that goes from the root joint up to the parameter joint.

PositionList section

The list in the PositionList section is used by the run-time code to identify the joints that contribute their position to look poses. Any joint not in this list is ignored for the purposes of calculating and blending the look pose.

Look poses can only have one position list, so all joints used by all look poses should appear in this list.

LEyeAttachment and REyeAttachment

These optional parameters specify the names of the left and right eyeball attachments. These parameters are used during skeleton post-processing to orient those attachments toward the target location. These parameters are relevant only if you use attachments for the eyes.