Lumberyard
Legacy Reference

Using Geppetto to Create a Basic Chrparams File

Geppetto allows you to set up mapping for animations, animation events, database animations, bounding box extensions, bounding box includes, joint LODs, and IK definitions. At a minimum you can use the .chrparams file to map animations to a specific character skeleton. You can also include other .chrparams settings. This topic provides details about each property and how to apply them to a .chrparams file.

Includes and Included Animation Set Filter

You can include another .chrparams Animation Sets for the currently loaded .chrparams file to use. Animation set data for the included .chrparams file is listed under the Included Animation Set Filter property, which only displays read-only data. This may be useful if you have characters that can share animations because their skeletons are identical, but one particular version has a unique subset of animations.

To add an Includes entry to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, click the Includes drop-down list and select Add.

  5. Click the folder and assign a .chrparams file to include.

  6. The Included Animation Set Filter field adds new entries based on what exists within the .chrparams file that you added to the Includes property. These properties are read-only and can only be modified by loading the original .chrparams file to which the properties belong.

  7. Add additional .chrparams files as needed.

  8. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

Animation Set Filter

You must assign an animation set (path) in order for a character's skeleton to recognize where animations are located to use. You can apply multiple filters if there are several animation directories. Further specify each animation set (path) filter that you have applied by setting naming filters or file extension filters.

To add an animation set to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, click the Animation Set Filter drop-down list and select Add.

  5. The Animation Set Filter field adds an empty property field with additional fields below.

  6. Click the folder next to the empty field to set the directory where the animations for the character's skeleton are located. By default, there are three filters under the path to search for any named animation with the .caf, .bspace, and .comb extensions in the assigned directory and subdirectories within the path.

    Note

    The left field represents the alias name of the asset to use in-game. The asterisk (*) in this field represents a use-default-name or a pass-through. In the right field, the first asterisk (*) in */*.caf represents including all subfolders. The second asterisk (*) includes all found .caf files. For example, setting run_loop in the left field and chicken_run.caf in the right field will assign the alias run_loop to the chicken_run.caf. Engine systems would then use run_loop as the animation name.

  7. (Optional) Add additional filters to the assigned animation directory path by clicking the drop-down menu next to the folder icon that allowed you to assign your animation directory path.

  8. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

  9. You can add animation directories as needed and modify the subfields if you need to set specific filters for your animations.

  10. When you load a .cdf file in Geppetto using the skeleton, you will see the animations from the assigned directory listed under Animations in the Assets panel.

Animation Events

You must map an .animevents file to the .chrparams file in order for animation events to be applied to the animations that are available for a character's skeleton. Only one .animevents file can be assigned per .chrparams file.

You can do either of the following:

  • Manually create an .animevents file and assign it to the .chrparams file.

  • Use Geppetto to automatically create the .animevents file and assign it to the .chrparams file. At least one animation must be available to play on the character's .cdf.

To manually add an AnimEvents path to a .chrparams file

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, click the folder next to the Events field.

  5. Select the directory where the .animevents file exists for the character's skeleton.

    Note

    Only one .animevents file can be assigned per .chrparams file.

  6. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

To automatically create an .animevents file and assign it to a .chrparams file

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Characters and double-click the character for which you want to create an .animevents file.

  3. In the Assets panel, under Animations, select a character animation to load.

  4. In the Playback panel, double-click anywhere in the timeline to add an AnimEvent.

  5. In the Properties panel, under Animation Events, change the settings and properties of the AnimEvent.

  6. In the Properties panel, click Save (disk icon) to save your changes and create the .animevents file.

  7. In the Assets panel, expand Skeletons and select the character's skeleton (*.chrparams).

  8. In the Properties panel, verify that the .animevents file appears in the Events field.

    Note

    The .animevents file is created in the same location as the animation with the added AnimEvent. Ensure that you check in this file if you are using source control.

  9. In the Properties panel, click Save (disk icon) to save the .animevents file to the .chrparams.

Database Animations (DBA) Path

You must assign the path for the directory that contains multiple database animations (.dba) files to the skeleton's .chrparams file in order for a character's skeleton to read the animations.

To add a DBA path to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, click the folder next to the DBA Path field.

  5. Select the directory where the .dba files exist.

  6. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

Individual Database Animations (DBAs)

You must assign the path of the database animation (.dba) file to the skeleton's .chrparams file in order for a character's skeleton to read animations from a single .dba file.

To add an individual DBA path to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, click the Individual DBAs drop-down list and select Add.

  5. Click the folder and assign an individual DBA. You can also select the Persistent check box to keep the DBA in memory after the character has loaded.

  6. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

Bounding Box Extension

You can extend a skeleton's bounding box based on the size of the skeleton.

To add a bounding box extension to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, expand Bounding Box Extension.

  5. Set the positive (Pos) and negative (Neg) values for the XYZ coordinates to extend the bounding box of the skeleton.

  6. Preview the extended bounding box by loading a .cdf file that uses the skeleton's .chrparams. Click Display Options, Skeleton, and select the Bounding Box check box to see your bounding box on the character.

Bounding Box Include

A skeleton's bounding box is defined by the location of the joints within the skeleton. You can select which joints in the skeleton define the size of the bounding box. By default, all joints are included.

To modify the bounding box Include in a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, expand Bounding Box Include.

  5. Select the skeleton joints to include for calculating the skeleton's bounding box.

  6. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

Joint LOD

You can assign a skeleton's joints with an LOD so that certain joints stop being used after a certain LOD, based on camera distance. This can help cut down performance cost of reading all joint animation data. By default, all joints are enabled and do not use LOD.

Note

Joint LODs are treated globally to the skeleton joints. You can choose to include only specific joints on an individual animation when importing the animation.

To add a joint LOD to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, click the Joint LOD drop-down list and select Add.

  5. For the LOD 1 entry, select the skeleton joints to enable.

  6. Add additional entries and modify the incremental joint LODs.

  7. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.

IK Definition

The IK definition provides access to various IK types such as Limb IK, Aim IK, Look IK, Feet Lock IK, and Recoil IK. You can enable the IK types for a character's skeleton using the .chrparams properties.

To add an IK definition to a .chrparams file using Geppetto

  1. In Lumberyard Editor, click Tools, Geppetto.

  2. In Geppetto, in the Assets panel, expand Skeletons and navigate to a character's skeleton (*.chrparams).

  3. Select the .chrparams file.

  4. In the Properties panel, expand IK Definition.

  5. Select the check boxes for the IK definitions that you need for your character. If there are additional settings, expand the IK definition.

    Note

    For information about setting up specific IK definitions, see Using Inverse Kinematics (IK).

  6. In the Properties panel, click Save (disk icon) to save your changes to the .chrparams file.