Legacy Reference

Mannequin Scopes

Typically, individuals portions of a character's body will be in different animation states. Scopes are animation channels assigned to the parts of a character's body on which fragments are triggered and played. For example, one animation fragment can be played for the entire body, another fragment for the lower body, another fragment for the torso, and another fragment for the head. These scoped animations can be played independently or synchronized together.

To create and edit scopes, you modify the following parts of the controller definition file (*ControllerDefs.xml).

  • Primary entity (character)

  • Attached entities (head, weapon)

  • Animation layers

  • Animation database for fragments (.adb)