Console/Character

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Console variables and commands for the character animation system.

variable: ca_AimIKFadeout 
type: int
current: 1
help: if set to 0, the Aim-IK will not fade out when aiming in extreme directions

variable: ca_AnimationsUsageStatistics DUMPTODISK
type: int
current: 0
help: Output animations usage statistics

variable: ca_AnimWarningLevel DUMPTODISK
type: int
current: 0
help: if you set this to 0, there won't be any
frequest warnings from the animation system

variable: ca_AttachmentCullingRation 
type: float
current: 160
help: ration between size of attachment and distance to camera

variable: ca_CharEditModel 
type: string
current: objects/characters/human/story/martin_hawker/CharEdit_MHawker_with_Rifle.cdf
help: 

variable: ca_DeathBlendTime 
type: float
current: 0.3
help: Specifies the blending time between low-detail dead body skeleton and current skeleton

variable: ca_DebugAnimUpdates 
type: int
current: 0
help: shows the amount of skeleton-updates

variable: ca_DebugAnimUsage 
type: int
current: 0
help: shows what animation assets are used in the level

variable: ca_debugCaps 
type: int
current: 0
help: Display current blended motion capabilities.

variable: ca_DebugFacial 
type: int
current: 0
help: Debug facial playback info

variable: ca_DebugFacialEyes 
type: int
current: 0
help: Debug facial eyes info

variable: ca_DebugFootPlants DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug text on the screen

variable: ca_DebugModelCache 
type: int
current: 0
help: shows what models are currently loaded

variable: ca_DebugSkeletonEffects 
type: int
current: 0
help: If true, dump log messages when skeleton effects are handled.

variable: ca_DebugText DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug text on the screen

variable: ca_DecalSizeMultiplier 
type: float
current: 1
help: The multiplier for the decal sizes

variable: ca_DisableAnimEvents 
type: int
current: 0
help: If this is not 0, then the OnAnimationEvent methods are not called upon animation events

variable: ca_DrawAimPoses 
type: int
current: 0
help: draws the wireframe of the aim poses

variable: ca_DrawAttachmentOBB 
type: int
current: 0
help: if this is 0, will not draw the attachments objects

variable: ca_DrawAttachments 
type: int
current: 1
help: if this is 0, will not draw the attachments objects

variable: ca_DrawBBox 
type: int
current: 0
help: if set to 1, the own bounding box of the character is drawn

variable: ca_DrawBinormals 
type: int
current: 0
help: draws the binormals of the rendered character

variable: ca_DrawBodyMoveDir 
type: int
current: 0
help: if this is 1, we will draw the body and move-direction

variable: ca_DrawCharacter 
type: int
current: 1
help: if this is 0, will not draw the characters

variable: ca_DrawDecalsBBoxes 
type: int
current: 0
help: if set to 1, the decals bboxes are drawn

variable: ca_DrawEmptyAttachments 
type: int
current: 0
help: draws a wireframe cube if there is no object linked to an attachment

variable: ca_DrawFaceAttachments 
type: int
current: 1
help: if this is 0, will not draw the skin attachments objects

variable: ca_DrawFootPlants DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug boxes at the feet of the character

variable: ca_DrawIdle2MoveDir 
type: int
current: 0
help: if this is 1, we will draw the initial Idle2Move dir

variable: ca_DrawLookIK 
type: int
current: 0
help: draws a visualization of look ik

variable: ca_DrawMotionBlurTest 
type: int
current: 0
help: if this is 1, we draw the motion-blur test mesh

variable: ca_DrawNormals 
type: int
current: 0
help: draws the normals of the rendered character

variable: ca_DrawPositionPost 
type: int
current: 0
help: draws the world position of the character (after update)

variable: ca_DrawPositionPre 
type: int
current: 0
help: draws the world position of the character (before update)

variable: ca_DrawSkeleton 
type: int
current: 0
help: if set to 1, the skeleton is drawn

variable: ca_DrawTangents 
type: int
current: 0
help: draws the tangents of the rendered character

variable: ca_DrawWireframe 
type: int
current: 0
help: draws a wireframe on top of the rendered character

variable: ca_DumpAssetStatistics 
type: int
current: 0
help: writes animation asset statistics to the disk

variable: ca_EnableAnimationLog 
type: int
current: 0
help: enables a special kind of log: Animation.log file, solely for debugging

variable: ca_EnableAssetStrafing 
type: int
current: 1
help: asset strafing is disabled by default

variable: ca_EnableAssetTurning 
type: int
current: 1
help: asset tuning is disabled by default

variable: ca_EnableCoolReweighting 
type: int
current: 0
help: If this is 1, then we re-weight all vertices to fix some issues with spherical skinning

variable: ca_EnableCoolTransitions 
type: int
current: 0
help: If this is 1, then we adjust all transition-times for humans

variable: ca_eyes_procedural 
type: int
current: 1
help: Enables/Disables procedural eyes animation

variable: ca_FacialAnimationRadius 
type: float
current: 30
help: Maximum distance at which facial animations are updated - handles zooming correctly

variable: ca_FootAnchoring DUMPTODISK
type: int
current: 0
help: if this is 1, it will print some debug boxes at the feet of the character

variable: ca_ForceNullAnimation 
type: int
current: 0
help: replaces the mocap-data by default position

variable: ca_FPWeaponInCamSpace 
type: int
current: 1
help: if this is 1, then we attach the wepon to the camera

variable: ca_GameControlledStrafing 
type: int
current: 1
help: Use game controlled strafing/curving flag, instead of low level calculated curving weight.

variable: ca_GroundAlignment DUMPTODISK
type: int
current: 1
help: if this is 1, the legs of human characters will align with the terrain

variable: ca_JustRootUpdate 
type: int
current: 0
help: if this is 1 it will force just update of the root-bone, even if the character is visible; if it is 2, it will force everything to be always updated.

variable: ca_KeepModels 
type: int
current: 0
help: If set to 1, will prevent models from unloading from memory
upon destruction of the last referencing character

variable: ca_lipsync_debug 
type: int
current: 0
help: Enables facial animation debug draw

variable: ca_lipsync_phoneme_crossfade 
type: int
current: 70
help: Cross fade time between phonemes in milliseconds

variable: ca_lipsync_phoneme_offset 
type: int
current: 20
help: Offset phoneme start time by this value in milliseconds

variable: ca_lipsync_phoneme_strength 
type: float
current: 1
help: LipSync phoneme strength

variable: ca_lipsync_vertex_drag 
type: float
current: 1.2
help: Vertex drag coefficient when blending morph targets

variable: ca_LoadDatabase 
type: int
current: 1
help: Enable loading animations from database

variable: ca_LoadUncompressedChunks 
type: int
current: 0
help: If this 1, then uncompressed chunks prefer compressed while loading

variable: ca_lod_ratio DUMPTODISK
type: float
current: 6
help: Caharcters LOD ratio

variable: ca_LogAnimation 
type: string
current: 
help: 

variable: ca_MemoryUsageLog 
type: int
current: 0
help: enables a memory usage log

variable: ca_NoAnim 
type: int
current: 0
help: the animation isn't updated (the characters remain in the same pose)

variable: ca_NoDeform 
type: int
current: 0
help: the skinning is not performed during rendering if this is 1

variable: ca_PrintDesiredSpeed DUMPTODISK
type: int
current: 0
help: if this is 1, it will print the desired speed of the human characters

variable: ca_Profile 
type: int
current: 0
help: Enables a table of real-time profile statistics

variable: ca_RandomScaling 
type: int
current: 0
help: If this is set to 1, then we apply ransom scaling to characters

variable: ca_SaveAABB 
type: int
current: 0
help: if the AABB is invalid, replace it by the default AABB

variable: ca_SphericalSkinning DUMPTODISK
type: int
current: 0
help: If this is 1, then use spherical-blend-skinning with up to 4 bones per vertex

variable: ca_travelSpeedScaleMax 
type: float
current: 2
help: Maximum motion travel speed scale (default 2.0).

variable: ca_travelSpeedScaleMin 
type: float
current: 0.5
help: Minimum motion travel speed scale (default 0.5).

variable: ca_UnloadAimPoses DUMPTODISK
type: int
current: 1
help: remove aim-poses from memory

variable: ca_UseAimIK 
type: int
current: 1
help: If this is set to 1, then we are adding a look-at animation to the skeleton

variable: ca_UseAnimationsCache DUMPTODISK
type: int
current: 0
help: use dynamically unpacked animations cache

variable: ca_UseDecals 
type: int
current: 1
help: if set to 0, effectively disables creation of decals on characters
2 - alternative method of calculating/building the decals

variable: ca_UseFacialAnimation 
type: int
current: 1
help: If this is set to 1, we can play facial animations

variable: ca_UseLookIK 
type: int
current: 1
help: If this is set to 1, then we are adding a look-at animation to the skeleton

variable: ca_UseMorph 
type: int
current: 1
help: the morph skinning step is skipped (it's part of overall skinning during rendering)

variable: ca_UsePhysics 
type: int
current: 1
help: the physics is not applied (effectively, no IK)

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