DBATable.json
DBA files are created by the Resource Compiler after compressing the individual animations (CAFs). See Resource Compiler for more details on the process that creates DBA files.
The resource compiler uses the rules in Animations\DBATable.json
to find out which animations to put in which DBAs. You can edit the rules in the Character Tool, see Animation Compression - Character Tool.
In CRYENGINE 3.5 and 3.6 the resource compiler used Animations\DBATable.xml
for this purpose. This still works in CRYENGINE 3.7, but is deprecated and so will be removed in a later release.
CHRPARAMS Changes
All DBA files that you create for a model (CHR) must be listed in its CHRPARAMS file.
For example:
<?xml version="1.0" ?> <Params> <AnimationList> ... <Animation name="$TracksDatabase" path="animations\dba\level1.dba"/> ... <Animation name="#filepath" path="animations\zombie"/> <Animation name="*" path="*\*.caf"/> ... </AnimationList> </Params>
In this case the game will look for all caf files in the animations\zombie
folder on disk as well as in animations\dba\level1.dba
.
If you fail to include the line that adds the DBA, the animations that are inside the DBA will not be found.
If the animations inside the DBA are not in the animations\zombie
folder, they will not be found either. It's as if the DBA just 'extends' the file system.
You can use wildcards to add dba files.
If you want to include all DBAs inside the animations\dba
folder:
<Animation name="$TracksDatabase" path="animations\dba\*.dba"/>
If you want to include DBAs inside the animations\dba
folder and subfolders:
<Animation name="$TracksDatabase" path="animations\dba\*\*.dba"/>
If you want a DBA to be loaded automatically when a character gets loaded, and if you want the DBA to be kept in memory forever, you can use the persistent flag:
<Animation name="$TracksDatabase" path="animations\dba\level1.dba" flags="persistent"/>
See Character Parameters File (chrparams) for more details.