Lumberyard
Legacy Reference

Mannequin System Files

The Mannequin system uses a variety of file types.

With the exception of the *.Sequence.xml file, you must use a text editor to manually create all other .xml files. You must save these files in the Animations\Mannequin directory, and you can optionally create subfolders by character. See below for example files.

Controller Definition File (*ControllerDefs.xml)

Used by the game and by Mannequin Editor to define a mannequin setup. This file is typically referred to from the character Lua file and Mannequin Preview file.

<ControllerDef> <Tags filename="Animations/Mannequin/Sample/Character_Tags.xml"/> <Fragments filename="Animations/Mannequin/Sample/Character_FragmentIDs.xml"/> <FragmentDefs> </FragmentDefs> <ScopeContextDefs> <Char3P /> </ScopeContextDefs> <ScopeDefs> <FullBody3P layer="0" numLayers="3" context="Char3P"/> <Additive layer="9" numLayers="3" context="Char3P"/> </ScopeDefs> </ControllerDef>
Animation Database File (*.adb)

Used by the game and by Mannequin Editor to store fragments and transitions. This is typically referred to from the character Lua file and other systems such as the hit death reaction system.

Tag Definition File (*Tags.xml)

Used by the game and by Mannequin Editor to store tag definitions. The controller definition and animation database files refer to this file.

<TagDefinition version="2"> </TagDefinition>
FragmentID Definition File (*FragmentIDs.xml)

Used by the game and by Mannequin Editor to store FragmentID definitions. The controller definition and animation database files refer to this file.

<TagDefinition version="2"> </TagDefinition>
Character Definition File (*.cdf)

Used by the game and by Mannequin Editor to store the main character (.chr) as well as any attachment definitions.

Preview Setup File (*Preview.xml)

Used by Mannequin Editor to determine which controller definition file, animation database file, and character to load.

<MannequinPreview> <controllerDef filename="Animations/Mannequin/Sample/Character_ControllerDefs.xml"/> <contexts> <contextData name="MainCharacter" enabled="1" database="" context="Char3P" model=""/> </contexts> <History StartTime="0" EndTime="0"> </History> </MannequinPreview>
Sequence File (*Sequence.xml)

Used by Mannequin Editor to store animation sequences.

Setting up Mannequin files

You must manually set up and edit some Mannequin files. Once these files are set up, you can use the Mannequin Editor to verify that the character displays in the viewport. To do so, click File, Load Preview Setup, and select the *Preview.xml file. You must select File, Save Changes any time a change is made.

When setting up the *ControllerDefs.xml file, the file name should match the character name for easier recognition. You should also reference this name in the *Preview.xml file.

To set up the *ControllerDefs.xml file

  1. Set the Tags filename path to point to the Tags.xml file.

  2. Set the Fragments filename path to point to the FragmentIDs.xml file.

  3. Save the file.

Setting up the *Preview.xml file

This file name should match the name of the character so it's easier to recognize.

To setup the *Preview.xml file

  1. Open the Character_Preview.xml file in a text editor.

  2. Set the controllerDef filename path to point to the appropriate Controller Definition file.

  3. Set the contextData model path to point to the character model .cdf file you want to use in Mannequin.

  4. Save the file.

Setting up the .adb file

You will also need to set up the Animation Database (.adb) file and assign it to your *Preview.xml file. Once the .adb file is assigned to the *Preview.xml file, Mannequin fragments can be added.

To setup the .adb file

  1. In Mannequin Editor, choose File, Context Editor.

  2. Select the MainCharacter entry.

  3. Click the Edit button.

  4. For the Database field <no animation database (adb)> entry, click the + (Add) button.

  5. In the Edit Context window, enter the name of the .adb file. Click OK when done.

  6. Verify the Database field in the Edit Context window points to the .adbfile.

  7. Click OK in the Edit Context window.

  8. Click OK in the Context Editor window.