Lumberyard
Legacy Reference

Using the New Mannequin Setup Window

You can use the Mannequin system to create complex, interactive character animations and define motions that are variations on a theme. For example, you can create a family of motions based on a running theme: running while injured, running while exhausted, running slowly, and so on.

Mannequin supports animation layering, blending, additive animations, and partial body animations. Each character animation requires the following Mannequin setup:

  • Controller definition file (*ControllerDefs.xml) – Defines the mannequin setup.

     

  • Animation database file (.adb) – Stores fragments and transitions. A fragment is a variation in a family of motions. A transition is used to move smoothly between families of motions.

     

  • Tag definition file (*Tags.xml) – Stores tag definitions. You use tags to categorize fragments that you can then select during playback.

     

  • Fragment ID definition file (*FragmentIDs.xml) – Stores fragment ID definitions. Fragments that share a fragment ID are grouped into families.

Lumberyard provides a setup tool that generates these files for a mannequin setup.

For more information about these file types and how they are used, see Mannequin System Files.

Creating Mannequin Setup Files

You can use the New Mannequin Setup window to create your mannequin setup and generate the necessary files.

To create mannequin setup files

  1. In Lumberyard Editor, choose Tools, Animation, Mannequin Editor.

  2. In the Mannequin Preview dialog box, click Create.

  3. In the New Mannequin Setup dialog box, enter a name and then click OK.

    The setup name should reflect your character or class of characters. The setup tool creates .xml files with the name you specify as the default file name.

  4. In the New Mannequin Setup window, do the following:

    1. Review the provided information for the following:

      • Controller Definitions File

      • Tags File

      • Actions File

      • Preview ADB

      • Preview File

      These settings represent the .xml files that the setup tool will create. You can modify the file names; however, we recommend using the default file names.

    2. For Preview Model, click the browse (..) button to choose your character definition file (.cdf). You must choose a .cdf file in order to generate the preview files.

  5. Click Create.

  6. In the Output Files dialog box, click Yes to confirm the file names and directory paths. The setup tool creates your mannequin files and loads the preview file in the editor.

New Mannequin Setup Properties

In a mannequin setup, you can modify the properties and attributes for controller definitions and for the main preview character.

Controller Definitions

A controller definition includes all of the data used to define a mannequin setup.

Property Description
Context Definitions Specifies the category of the motion set. For example, Main, Player, Alien, Enemy, etc. You can add context definitions by clicking the + button. Click the X button to delete a context definition.
Context Name Specifies the name of the context definition.
Scope Definitions Categorizes the parts of a character. For example, you can create categories for the full body or isolate an animation set based on the torso, arms, legs, etc.
Scope Name Specifies the name of a scope definition entry.
Start Layer Specifies which of the 16 animation layers that Lumberyard supports per character to include in your scope definition. This property represents the first of the range of layers that the scope uses.
Layer Count Specifies the number of layers to assign to the scope. This property represents the maximum number of animation layers for your fragments in the Mannequin Fragment Editor timeline.
Controller Definitions File Defines a mannequin setup. This file is used by the Mannequin Editor and your game and is typically referred to from the character Lua file and Mannequin preview file. By default, the Mannequin setup tool generates a new .xml file.
Tags File Stores tagging information in an .xml file. You can use tags in Mannequin to group families of animations. You can edit this file at any time using the Mannequin Tag Definition Editor. By default, the Mannequin setup tool generates a new .xml file. You can reference an existing file by clicking the browse (..) button and navigating to an existing tags file.
Actions File Stores fragment ID definitions. This file is also called the FragmentID Definition File and is used by the Mannequin Editor and your game. The controller definition and animation database files refer to this file. By default, the Mannequin setup tool generates a new .xml file. You can reference an existing file by clicking the browse (..) button and navigating to an existing actions tags file.

Main Preview Character

The mannequin preview uses the controller definition data to test your mannequin setup while authoring.

Property Description
Character Name Specifies the name of the character in the preview window.
Scope Context Selects the context definition to edit in the Mannequin Editor. The list displays the generated context definition categories.
Preview Model Selects the character definition file (.cdf) to display in the preview. Character definition files include a combination of skeletons, skins, and attachments. These files are authored in Geppetto.
Preview ADB (Animation Database) Stores the data for the Mannequin Fragment Editor timeline. By default, the Mannequin setup tool generates a new .xml file. You can reference an existing file by clicking the browse (..) button and navigating to an existing .adb file. The Preview ADB references the Fragment Editor but does not reference the Transition Editor, which is stored in the same file.
Preview File Stores the character name, scope context, preview model, and animation database. You can access preview files by clicking File, Load Preview Setup in the Mannequin Editor.