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Lumberyard
User Guide (Version 1.13)

Actor

This feature is in preview release and is subject to change.

You can use the Actor component to create characters for your game. After you import your character files from your DCC tool into Lumberyard, you can create an entity and add the Actor component to it. For example, you must use an Actor component to create a controllable character for your game.

For the Actor component to work properly, you must also add one of the following:

  • Simple Motion component – Uses a single motion for your actor.

  • AnimGraph component – Uses an animation graph to control your actor's behavior.

Actor Component Properties

The Actor component has the following properties:

Actor Asset

Lets you select the actor that you want to add to your entity.

LOD Materials

Lets you select the material that is linked to your actor asset.

Attachment Type

The Actor component has the following attachment types:

Actor Attachment

Attaches the current actor to the target entity.

Skin Attachment

Attaches a skin attachment to a target entity.

Options

The Actor component has the following options:.

Draw skeleton

Determines whether character joints are visible.

Draw character

Determines whether character mesh is visible.

Skinning method

Lets you select the skinning method to use for the actor. You can choose the following options:

  • Linear Skinning GPU – Sends the bone transforms as dual quaternions to the GPU and converts them to matrices on the GPU before blending them together for scaling.

  • Linear Skinning CPU – Converts the bone transforms to matrices on the CPU before sending the matrices to the GPU for skinning.

You can also enable linear skinning in Geppetto. For more information, see Enabling Linear Skinng with Geppetto.