Actor - Lumberyard User Guide


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

                Actor component properties.

The Actor component has the following properties.

Property Description

Actor asset

Specifies the actor file that you want to add to your entity.

LOD Materials

Specifies 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.

Draw skeleton

Determines whether character joints are visible.

Draw character

Determines whether character mesh is visible.

Skinning method

Specifies the skinning method to use for the actor. You can choose the following options:

  • Dual quat skinning – Specify dual quaternion skinning to help smooth deformation effects and preserve the volume of the mesh. Dual quaternion skinning is a technique that uses dual quaternions to provide a more visually pleasing appearance for blended vertex positions in a skinned mesh. This technique effectively substitutes an interpolation of rotation for the linear interpolation. Dual quaternion skinning preserves volumes and resists twists better than linear skinning.

  • Linear skinning – Specify linear skinning to make a mesh follow a character's joint. When a character flexes a joint, the mesh vertices move with the bones of the character's animation skeleton. For example, a vertex in a flexible area like an elbow or knee calculates where it will be if the vertex moves with each bone that affects it and then linearly interpolates between them.


    Linear skinning tends to collapse around joints with twists or large blend angles.

    You can also enable linear skinning in Geppetto. For more information, see Enabling Linear Skinning with Geppetto in the Amazon Lumberyard Legacy Reference.