Lumberyard
Legacy Reference

Creating and Editing Scopes

Mannequin scopes are stored in the controller definition *ControllerDefs.xml file, which contains the setup of a mannequin character.

The following shows an example *ControllerDefs.xml file. You use FragmentID Editor in Mannequin Editor to edit the scope masks and related flags. To edit the remaining sections, you need a text editor. The FragmentID Editor appears when you create a new FragmentID in the Fragments pane.

<ControllerDef> <Tags filename="Animations/Mannequin/ADB/sampleTags.xml"/> <Fragments filename="Animations/Mannequin/ADB/sampleFragmentIds.xml"/> <SubContexts/> <FragmentDefs> <move scopes="FullBody+Torso" flags="Persistent"/> <burst_fire scopes="Torso+Weapon"> <Override tags="heavyMortar" fragTags="boosted" scopes="Torso"/> </burst_fire> </FragmentDefs> <ScopeDefs> <FullBody layer="0" numLayers="3" context="MainContext"/> <Torso layer="3" numLayers="3" context="MainContext"/> <Face layer="6" numLayers="0" context="MainContext" Tags="scope_face"/>` <Weapon layer="0" numLayers="2" context="WeaponContext"/> </ScopeDefs> </ControllerDef>

The controller definitions file can include a number of different tags:

  • Tags – References the scope's tag definition (*Tags.xml) file.

  • Fragments – References the scope's FragmentID definition (*Actions.xml) file.

  • FragmentDefs – Contains one entry for each FragmentID specified in the FragmentID definition file. For each FragmentID, a scopes attribute defines the scopemask, optional flags attributes that control fragment play, and the override attribute that overrides the scopemask when certain tags and frag tags are matched.

  • Subcontexts – Llists all subcontexts available.

  • ScopeDefs – Defines the scopes and scope contexts used. Each element defines a scope.