Lumberyard
Legacy Reference

Chrparams File Elements

All parameters for a character in Lumberyard is stored in various element sections of the .chrparams.xml file. You can use any text editor to edit this XML file.

Animations

The .chrparams file contains a single <AnimationList> element. This element lists all animation asset files that the character uses. See the following example.

<AnimationList> <Animation name="$AnimEventDatabase" path="animations\human\male\events.animevents"/> <Animation name="$Include" path="animations\human\male\male.chrparams"/> <Animation name="$TracksDatabase" path="animations\human\male\hits.dba"/> <Animation name="$TracksDatabase" path="animations\human\male\locomotion.dba" flags="persistent"/> <Animation name="#Filepath" path="animations\human\male"/> <Animation name="*" path="*\*.caf"/> <!-- includes all cafs in #Filepath and subfolders --> <Animation name="_*" path="*\*.bspace"/> <!-- includes all bspace in #Filepath and subfolders and prepend with _ --> <Animation name="_*" path="*\*.comb"/> <!-- includes all comb in #Filepath and subfolders and prepend with _ --> </AnimationList>

Bone LODs

The .chrparams file contains a single <Lod> element section, which lists all joints that the character uses. See the following example:

<Lod> <JointList level="0"> <Joint name="Bip01 Pelvis"/> <Joint name="Bip01 Spine"/> </JointList> <JointList level="1"> <Joint name="weapon_bone"/> <Joint name="joint_12"/> </JointList> </Lod>

IK Definition

The .chrparams file contains a single <IK_Definition> element section, which defines the joint that are used for the different IK methods, such as AimIK, LookIK, LimbIK and Animation-Driven IK.

Limb

The .chrparams file contains a single <LimbIK_Definition> element section within <IK_Definition>. This section lists all the joints that are used for Limb IK, along with the root bone, end effector, and solver . See the following example section:

<IK_Definition> <LimbIK_Definition> <IK EndEffector="Bip01 R Hand" Handle="RgtArm01" Root="Bip01 R UpperArm" Solver="2BIK"/> <IK EndEffector="Bip01 L Hand" Handle="LftArm01" Root="Bip01 L UpperArm" Solver="2BIK"/> <IK EndEffector="Bip01 R Foot" Handle="RgtLeg01" Root="Bip01 R Thigh" Solver="2BIK"/> <IK EndEffector="Bip01 L Foot" Handle="LftLeg01" Root="Bip01 L Thigh" Solver="2BIK"/> </LimbIK_Definition> <IK_Definition>

Anim Driven

The .chrparams file contains a single <Animation_Driven_IK_Targets> element section within <IK_Definition>. This section lists all joints used for Animation-driven IK, along with target bones, blend bones, and weights. See the following example section:

<IK_Definition> <Animation_Driven_IK_Targets> <ADIKTarget Handle="LftArm01" Target="Bip01 Chin_IKTarget" Weight="Bip01 Chin_IKBlend"/> </Animation_Driven_IK_Targets> <IK_Definition>

Foot Lock

The .chrparams file contains a single <FeetLock_Definition> element section within <IK_Definition>. This block lists all joints used for foot step alignment and lock effects. See the following example section:

<IK_Definition> <FeetLock_Definition> <RIKHandle Handle="RgtLeg01"/> <LIKHandle Handle="LftLeg01"/> </FeetLock_Definition> <IK_Definition>

Recoil

The .chrparams file contains a single <Recoil_Definition> element section within <IK_Definition>. This block lists all weapon joints and impact joints used for recoil effects, along with weights and delay times. See the following example section:

<IK_Definition> <Recoil_Definition> <RIKHandle Handle="RgtArm01"/> <LIKHandle Handle="LftArm01"/> <RWeaponJoint JointName="weapon_bone"/> <ImpactJoints> <ImpactJoint Arm="3" Delay="0.3" Weight="0.2" JointName="Bip01 Pelvis" /> <ImpactJoint Arm="3" Delay="0.2" Weight="0.3" JointName="Bip01 Spine" /> <ImpactJoint Arm="3" Delay="0.1" Weight="0.5" JointName="Bip01 Spine1" /> <ImpactJoint Arm="3" Delay="0.0" Weight="1.0" JointName="Bip01 Spine2" /> <ImpactJoint Arm="3" Delay="0.0" Weight="1.0" JointName="Bip01 Spine3" /> <ImpactJoint Arm="3" Delay="0.0" Weight="1.0" JointName="Bip01 Neck" /> <ImpactJoint Arm="3" Delay="0.10" Weight="0.10" JointName="Bip01 R Thigh" /> <ImpactJoint Arm="3" Delay="0.05" Weight="0.05" JointName="Bip01 R Calf" /> <ImpactJoint Arm="3" Delay="0.10" Weight="0.10" JointName="Bip01 L Thigh" /> <ImpactJoint Arm="3" Delay="0.05" Weight="0.05" JointName="Bip01 L Calf" /> <ImpactJoint Arm="2" Delay="0.0" Weight="1.0" JointName="Bip01 R Clavicle" /> <ImpactJoint Arm="2" Delay="0.00" Weight="0.50" JointName="Bip01 R UpperArm" /> <ImpactJoint Arm="1" Delay="0.01" Weight="0.7" JointName="Bip01 L Clavicle" /> <ImpactJoint Arm="1" Delay="0.00" Weight="0.50" JointName="Bip01 L UpperArm" /> </ImpactJoints> </Recoil_Definition> <IK_Definition>

Look

The .chrparams file contains a single <LookIK_Definition> element section within <IK_Definition>. This block lists all joints used for Look IK, along with eye attachments, limits, and rotations. See the following example section:

<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" /> <Rotation Additive="0" Primary="0" JointName="def_r_brow_A" /> <Rotation Additive="0" Primary="0" JointName="def_r_brow_B" /> <Rotation Additive="0" Primary="0" JointName="def_r_brow_C" /> <Rotation Additive="0" Primary="0" JointName="def_r_upperEyeLid" /> <Rotation Additive="0" Primary="0" JointName="def_r_lowerEyeLid" /> <Rotation Additive="0" Primary="0" JointName="def_l_brow_A" /> <Rotation Additive="0" Primary="0" JointName="def_l_brow_B" /> <Rotation Additive="0" Primary="0" JointName="def_l_brow_C" /> <Rotation Additive="0" Primary="0" JointName="def_l_upperEyeLid" /> <Rotation Additive="0" Primary="0" JointName="def_l_lowerEyeLid" /> </RotationList> <PositionList> <Position Additive="1" JointName="Bip01 Pelvis"/> <Position Additive="0" Primary="0" JointName="def_r_brow_A" /> <Position Additive="0" Primary="0" JointName="def_r_brow_B" /> <Position Additive="0" Primary="0" JointName="def_r_brow_C" /> <Position Additive="0" Primary="0" JointName="def_r_upperEyeLid" /> <Position Additive="0" Primary="0" JointName="def_r_lowerEyeLid" /> <Position Additive="0" Primary="0" JointName="def_l_brow_A" /> <Position Additive="0" Primary="0" JointName="def_l_brow_B" /> <Position Additive="0" Primary="0" JointName="def_l_brow_C" /> <Position Additive="0" Primary="0" JointName="def_l_upperEyeLid" /> <Position Additive="0" Primary="0" JointName="def_l_lowerEyeLid" /> </PositionList> </LookIK_Definition> <IK_Definition>

Aim

The .chrparams file contains a single <AimIK_Definition> element section within <IK_Definition>. This block lists all joints required for Aim IK, along with positions, rotations, and procedural adjustment joints. See the following example section:

<IK_Definition> <AimIK_Definition> <DirectionalBlends> <Joint AnimToken="AimPoses" ParameterJoint="weapon_bone" StartJoint="Bip01 R UpperArm" ReferenceJoint="Bip01"/> </DirectionalBlends> <RotationList> <Rotation JointName="Bip01 Spine" Primary="1" Additive="0" /> <Rotation JointName="Bip01 Spine1" Primary="1" Additive="0" /> <Rotation JointName="Bip01 Spine2" Primary="1" Additive="0" /> <Rotation JointName="Bip01 Spine3" Primary="1" Additive="0" /> <Rotation JointName="Bip01 Neck" Primary="1" Additive="0" /> <Rotation JointName="Bip01 Head" Primary="0" Additive="0" /> <Rotation JointName="Bip01 R Clavicle" Primary="1" Additive="0" /> <Rotation JointName="Bip01 R UpperArm" Primary="1" Additive="0" /> <Rotation JointName="Bip01 R ForeArm" Primary="1" Additive="0" /> <Rotation JointName="Bip01 R Hand" Primary="1" Additive="0" /> <Rotation JointName="weapon_bone" Primary="1" Additive="0" /> <Rotation JointName="Bip01 L Clavicle" Primary="0" Additive="0" /> <Rotation JointName="Bip01 L UpperArm" Primary="0" Additive="0" /> <Rotation JointName="Bip01 L ForeArm" Primary="0" Additive="0" /> <Rotation JointName="Bip01 L Hand" Primary="0" Additive="0" /> </RotationList> <PositionList> <Position JointName="Bip01 R Clavicle"/> <Position JointName="weapon_bone"/> <Position JointName="Bip01 L Clavicle"/> </PositionList> <ProcAdjustments> <Spine JointName="Bip01 Pelvis"/> <Spine JointName="Bip01 Spine"/> <Spine JointName="Bip01 Spine1"/> <Spine JointName="Bip01 Spine2"/> <Spine JointName="Bip01 Spine3"/> </ProcAdjustments> </AimIK_Definition> <IK_Definition>