Console/Character
From Blue Mars Developer Guidebook
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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)
