Make sure that you have have the character asset entry selected. You can either double click to select from the Asset explorer list, or click on the Character button in Scene Parameters to open a dialog window to explore to the folder where your character is:
Using the Asset Explorer Assets panel:
Using the Scene Parameters, highlight your selected character:
- Joint - Typical use case, weapon stow locations
- Face - Directly attaching to a face on the mesh
- Skin - These are the what the visible portion of the characters are built from (SDK_player is built from multiple skin files, for the shoes, trousers, jacket etc...)
- Proxy - Attach an Auxiliary Proxy to be used for the attachment collisions
- PRow - A Row of bones linked together in a logical order. (used for building cloth simulation setups)
- Vcloth 2.0 - see here.
Example character with a fully configured attachment list:
Generating Physics Proxies
Click Edit Proxies at the top of the Character Tool window.
This adds all existing proxies as editable attachments (named $ + joint name)
- Hold Shift and left click on the render mesh (note that the character must be in the default pose).
As you can see in the *.gif above, after you have generated a proxy, you can change its shape, size and rotation in the properties Properties.
When holding shift and left clicking on an existing proxy, the properties for that attachment will be expanded in the Properties.
If the proxies were not generated during this session, changing Geometry Type will just try to match the general shape of the previous type (unless the original type was a mesh, in which case it will be used as a source for primitive approximation). If necessary, the proxy attachment can be created manually on a specific joint (Purpose should be set to Ragdoll, and the name must be set to $ + joint name).
- Select the proxy you want to change.
- go to Properties -> Transform -> Type and change this to Mesh.
The proxy will now look much more detailed:
If you think the polygon count for this proxy is too high or not high enough, you can change it with the Mesh Simplification property:
Mesh Simplification 0, 2, and 5