Console Commands and Variables with Prefix CA_
Motion synthesize and playback, parameterization through blending and inversed kinematics.
Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE
Alphabetically Sorted
- ca_AllowMultipleEffectsOfSameName
- ca_AnimWarningLevel
- ca_ApplyJointVelocitiesMode
- ca_AttachmentCullingRation
- ca_AttachmentCullingRationMP
- ca_CharEditModel
- ca_cloth_air_resistance
- ca_cloth_damping
- ca_cloth_friction
- ca_cloth_max_safe_step
- ca_cloth_max_timestep
- ca_cloth_stiffness
- ca_cloth_stiffness_norm
- ca_cloth_stiffness_tang
- ca_cloth_thickness
- ca_cloth_vars_reset
- ca_DBAUnloadRemoveTime
- ca_DBAUnloadUnregisterTime
- ca_DeathBlendTime
- ca_DebugADIKTargets
- ca_DebugAnimationStreaming
- ca_DebugAnimMemTracking
- ca_DebugAnimUpdates
- ca_DebugAnimUsage
- ca_DebugAnimUsageOnFileAccess
- ca_DebugCommandBuffer
- ca_DebugCriticalErrors
- ca_DebugFacial
- ca_DebugFacialEyes
- ca_DebugModelCache
- ca_DebugSegmentation
- ca_DebugSkeletonEffects
- ca_DebugSWSkinning
- ca_DebugText
- ca_DecalSizeMultiplier
- ca_disable_thread
- ca_DisableAnimationUnloading
- ca_DrawAimIKVEGrid
- ca_DrawAimPoses
- ca_DrawAllSimulatedSockets
- ca_DrawAttachmentOBB
- ca_DrawAttachmentProjection
- ca_DrawAttachments
- ca_DrawBaseMesh
- ca_DrawBBox
- ca_DrawBinormals
- ca_DrawCC
- ca_DrawCGA
- ca_DrawCHR
- ca_DrawDecalsBBoxes
- ca_DrawEmptyAttachments
- ca_DrawLocator
- ca_DrawLookIK
- ca_DrawNormals
- ca_DrawPose
- ca_DrawPositionPost
- ca_DrawSkeleton
- ca_DrawTangents
- ca_DrawVEGInfo
- ca_DrawWireframe
- ca_DumpUsedAnims
- ca_eyes_procedural
- ca_FacialAnimationRadius
- ca_FilterJoints
- ca_ForceUpdateSkeletons
- ca_KeepModels
- ca_lipsync_debug
- ca_lipsync_phoneme_crossfade
- ca_lipsync_phoneme_offset
- ca_lipsync_phoneme_strength
- ca_lipsync_vertex_drag
- ca_LoadUncompressedChunks
- ca_LockFeetWithIK
- ca_lod_ratio
- ca_MemoryDefragEnabled
- ca_MemoryDefragPoolSize
- ca_MemoryUsageLog
- ca_MinInPlaceCAFStreamSize
- ca_MotionBlurMovementThreshold
- ca_NoAnim
- ca_ParametricPoolSize
- ca_physicsProcessImpact
- ca_PrecacheAnimationSets
- ca_ReloadAllCHRPARAMS
- ca_SaveAABB
- ca_SerializeSkeletonAnim
- ca_SkipLoadThinFat
- ca_SnapToVGrid
- ca_StoreAnimNamesOnLoad
- ca_StreamCHR
- ca_StreamDBAInPlace
- ca_thread
- ca_thread0Affinity
- ca_thread1Affinity
- ca_UnloadAnimationCAF
- ca_UnloadAnimationDBA
- ca_useADIKTargets
- ca_UseAimIK
- ca_UseAssetDefinedLod
- ca_UseDecals
- ca_UseFacialAnimation
- ca_UseIMG_AIM
- ca_UseIMG_CAF
- ca_UseJointMasking
- ca_UseLookIK
- ca_UseMorph
- ca_UsePhysics
- ca_UseRecoil
- ca_vaBlendCullingDebug
- ca_vaBlendCullingThreshold
- ca_vaBlendEnable
- ca_vaBlendPostSkinning
- ca_vaEnable
- ca_Validate
- ca_vaProfile
- ca_vaScaleFactor
- ca_vaSkipVertexAnimationLOD
- ca_vaUpdateTangents
Console Variables and Commands
ca_AllowMultipleEffectsOfSameName
Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance.
ca_AnimWarningLevel
-
DUMPTODISK
if you set this to 0, there won't be any frequest warnings from the animation system
ca_ApplyJointVelocitiesMode
Joint velocity preservation code mode: 0=Disabled, 1=Physics-driven, 2=Animation-driven
ca_AttachmentCullingRation
ration between size of attachment and distance to camera
ca_AttachmentCullingRationMP
ration between size of attachment and distance to camera for MP
ca_CharEditModel
*TODO*
ca_cloth_air_resistance
"advanced" (more correct) version of damping
ca_cloth_damping
*TODO*
ca_cloth_friction
*TODO*
ca_cloth_max_safe_step
if a segment stretches more than this (in *relative* units), its length is reinforced
ca_cloth_max_timestep
*TODO*
ca_cloth_stiffness
stiffness for stretching
ca_cloth_stiffness_norm
stiffness for shape preservation along normals ("convexity preservation")
ca_cloth_stiffness_tang
stiffness for shape preservation against tilting
ca_cloth_thickness
thickness for collision checks
ca_cloth_vars_reset
1 - load the values from the next char, 1 - apply normally, 2+ - ignore
ca_DBAUnloadRemoveTime
DBA Unload Timing: DBA Remove Time.
ca_DBAUnloadUnregisterTime
DBA Unload Timing: CAF Unregister Time.
ca_DeathBlendTime
Specifies the blending time between low-detail dead body skeleton and current skeleton
ca_DebugADIKTargets
If 1, then it will show if there are animation-driven IK-Targets for this model.
ca_DebugAnimationStreaming
-
DUMPTODISK
if this is 1, then it shows what animations are streamed in
ca_DebugAnimMemTracking
-
DUMPTODISK
if this is 1, then its shows the anim-key allocations
ca_DebugAnimUpdates
shows the amount of skeleton-updates
ca_DebugAnimUsage
shows what animation assets are used in the level
ca_DebugAnimUsageOnFileAccess
shows what animation assets are used in the level, triggered by key fileAccess events
ca_DebugCommandBuffer
-
DUMPTODISK
if this is 1, it will print the amount of commands for the blend-buffer
ca_DebugCriticalErrors
if 1, then we stop with a Fatal-Error if we detect a serious issue
ca_DebugFacial
Debug facial playback info
ca_DebugFacialEyes
Debug facial eyes info
ca_DebugModelCache
shows what models are currently loaded and how much memory they take
ca_DebugSegmentation
if set to 1, we can see the timing and the segment-counter of all assets in a BSpace
ca_DebugSkeletonEffects
If true, dump log messages when skeleton effects are handled.
ca_DebugSWSkinning
-
DUMPTODISK
if this is 1, then we will see a green wireframe on top of software skinned meshes
ca_DebugText
-
DUMPTODISK
if this is 1, it will print some debug text on the screen if you give a file path or part of it instead, only the info for that character will appear
ca_DecalSizeMultiplier
The multiplier for the decal sizes
ca_disable_thread
-
DUMPTODISK
TEMP Disable Animation Thread.
ca_DisableAnimationUnloading
Disable Animation Unloading.
ca_DrawAimIKVEGrid
if set to 1, we will the the grid with the virtual examples
ca_DrawAimPoses
draws the wireframe of the aim poses
ca_DrawAllSimulatedSockets
if set to 1, the own bounding box of the character is drawn
ca_DrawAttachmentOBB
if this is 0, will not draw the attachments objects
ca_DrawAttachmentProjection
if this is 0, will not draw the attachment projections
ca_DrawAttachments
if this is 0, will not draw the attachments objects
ca_DrawBaseMesh
if this is 0, will not draw the characters
ca_DrawBBox
if set to 1, the own bounding box of the character is drawn
ca_DrawBinormals
draws the binormals of the rendered character
ca_DrawCC
if this is 0, will not draw the CC characters
ca_DrawCGA
if this is 0, will not draw the CGA characters
ca_DrawCHR
if this is 0, will not draw the CHR characters
ca_DrawDecalsBBoxes
if set to 1, the decals bboxes are drawn
ca_DrawEmptyAttachments
draws a wireframe cube if there is no object linked to an attachment
ca_DrawLocator
if this is 1, we will draw the body and move-direction. If this is 2, we will also print out the move direction
ca_DrawLookIK
draws a visualization of look ik
ca_DrawNormals
draws the normals of the rendered character
ca_DrawPose
*TODO*
ca_DrawPositionPost
draws the world position of the character (after update)
ca_DrawSkeleton
if set to 1, the skeleton is drawn
ca_DrawTangents
draws the tangents of the rendered character
ca_DrawVEGInfo
if set to 1, the VEG debug info is drawn
ca_DrawWireframe
draws a wireframe on top of the rendered character
ca_DumpUsedAnims
writes animation asset statistics to the disk
ca_eyes_procedural
Enables/Disables procedural eyes animation
ca_FacialAnimationRadius
Maximum distance at which facial animations are updated - handles zooming correctly
ca_FilterJoints
*TODO*
ca_ForceUpdateSkeletons
Always update all skeletons, even if not visible.
ca_KeepModels
If set to 1, will prevent models from unloading from memory upon destruction of the last referencing character
ca_lipsync_debug
Enables facial animation debug draw
ca_lipsync_phoneme_crossfade
Cross fade time between phonemes in milliseconds
ca_lipsync_phoneme_offset
Offset phoneme start time by this value in milliseconds
ca_lipsync_phoneme_strength
LipSync phoneme strength
ca_lipsync_vertex_drag
Vertex drag coefficient when blending morph targets
ca_LoadUncompressedChunks
If this 1, then uncompressed chunks prefer compressed while loading
ca_LockFeetWithIK
If this is set to 1, then we lock the feet to prevent sliding when additive animations are used
ca_lod_ratio
-
DUMPTODISK
Character LOD ratio
ca_MemoryDefragEnabled
Enables defragmentation of anim data
ca_MemoryDefragPoolSize
Sets the upper limit on the defrag pool size
ca_MemoryUsageLog
enables a memory usage log
ca_MinInPlaceCAFStreamSize
min size a caf should be for in-place streaming
ca_MotionBlurMovementThreshold
"advanced" Set motion blur movement threshold for discarding skinned object
ca_NoAnim
the animation isn't updated (the characters remain in the same pose)
ca_ParametricPoolSize
Size of the parametric pool
ca_physicsProcessImpact
-
DUMPTODISK
Process physics impact pulses.
ca_PrecacheAnimationSets
Enable Precaching of Animation Sets per Character.
ca_ReloadAllCHRPARAMS
reload all CHRPARAMS
ca_SaveAABB
if the AABB is invalid, replace it by the default AABB
ca_SerializeSkeletonAnim
Turn on CSkeletonAnim Serialization.
ca_SkipLoadThinFat
Skip loading fat hin stuff if enabled
ca_SnapToVGrid
if set to 1, we snap the control parameter to the closest VCell
ca_StoreAnimNamesOnLoad
stores the names of animations during load to allow name lookup for debugging
ca_StreamCHR
Set to enable CHR streaming
ca_StreamDBAInPlace
Set to stream DBA files in place
ca_thread
-
DUMPTODISK
If >0 enables Animation Multi-Threading.
ca_thread0Affinity
-
DUMPTODISK
Affinity of first Animation Thread.
ca_thread1Affinity
-
DUMPTODISK
Affinity of second Animation Thread.
ca_UnloadAnimationCAF
-
DUMPTODISK
unloading streamed CAFs as soon as they are not used
ca_UnloadAnimationDBA
if 1, then unload DBA if not used
ca_useADIKTargets
Use Animation Driven Ik Targets.
ca_UseAimIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseAssetDefinedLod
Lowers render LODs for characters with respect to "consoles_lod0" UDP. Requires characters to be reloaded.
ca_UseDecals
if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculating/building the decals
ca_UseFacialAnimation
If this is set to 1, we can play facial animations
ca_UseIMG_AIM
if 1, then we use the IMG file. In development mode it is suppose to be off
ca_UseIMG_CAF
if 1, then we use the IMG file. In development mode it is suppose to be off
ca_UseJointMasking
-
DUMPTODISK
Use Joint Masking to speed up motion decoding.
ca_UseLookIK
If this is set to 1, then we are adding a look-at animation to the skeleton
ca_UseMorph
the morph skinning step is skipped (it's part of overall skinning during rendering)
ca_UsePhysics
the physics is not applied (effectively, no IK)
ca_UseRecoil
If this is set to 1, then we enable procedural recoil
ca_vaBlendCullingDebug
Show Blend Shapes culling difference
ca_vaBlendCullingThreshold
Blend Shapes culling threshold
ca_vaBlendEnable
Enables Vertex Animation blends
ca_vaBlendPostSkinning
Perform Vertex Animation blends post skinning
ca_vaEnable
Enables Vertex Animation
ca_Validate
if set to 1, will run validation on animation data
ca_vaProfile
Enable Vertex Animation profile
ca_vaScaleFactor
Vertex Animation Weight Scale Factor
ca_vaSkipVertexAnimationLOD
Skip LOD 0 for characters using vertex animation
ca_vaUpdateTangents
Update Tangents on SKIN attachments that have the vertex color blue channel set to 255 and 8 weights
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