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To change a character attachment you will need to load a character first. You can do this by using menu File -> Open, or locating a character file in the Asset Explorer and double clicking on it.

Table of Contents

Selecting the Character

Make sure that you have have the character asset entry selected. You can either double click to select from the Assets panel, or click on the Character button in Scene Parameters to open a dialog window to explore to the folder where your character is:


Character in Assets panel

Attachment List and Properties

Now you can observe the list of existing attachments (if any) in the Properties Panel:


By clicking the arrow to the left, this expands the attachments properties.

Attachment expanded

Adding New Attachments

To add a new attachment you can click on the button next to the "Attachments" text to open the drop down list and use the Insert or Add function.


Insert through context menu

Attachment Types

Attachments come in multiple forms, depending on what sort of attachment you want to attach to the character.


For more information please see the Attachment System Tutorial - Character Tool for how to setup and use these attachment correctly.

Generating and Editing Character Physics Proxies

This allows you to edit the existing character physical proxies as attachments in the Character Editor, replace them with newly created ones, or just create proxies from scratch for new characters.



In the Character Tool, the Type and Purpose values of physics proxies are Proxy Attachment and Main Physics respectively.

Creating Physics Proxies

  1. Click Create/Edit Main Character Proxies  at the top of the Character Tool window.


    This adds all existing proxies as editable attachments (named $ + joint name).

  2. Hold Shift and left click on the render mesh (note that the character must be in the default pose).



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 Main Physics, and the name must be set to $ + joint name). 

Mesh Proxies

It is also possible to create more detailed character physics proxies that approximate the shape of the mesh. This is done as follows:

  1. Select the proxy you want to change.
  2. Go to Properties -> Transform -> Type and change this to Mesh.
  3. The proxy will now look much more detailed:

    Mesh proxies


    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

Ragdoll Proxies

Ragdoll proxies are the proxies that are switched to when a character takes a certain amount of damage, so that the character model's fall animations are automatically generated based on what the model's ragdoll proxies hit.

This is especially useful for performance reasons, because when a character is dead, it doesn't need detailed physics proxies anymore to register hits, only ragdoll proxies to make sure the limbs move in a realistic way when falling, flying through the air, etc.

Creating Ragdoll Proxies

Click the Edit Ragdoll Proxies button . The process for creating Ragdoll Proxies is then the same as for creating Physics Proxies (see above).


While it's possible to edit and switch between the two multiple times, only the currently selected proxy set will be saved to disk when saving the character (this way it's possible to discard saving ragdoll proxies if it turns out the character is fine with having a single set of proxies). Similarly, the Test Ragdoll option will ragdollize the currently selected set of proxies, not hardcoded lod 1 as in-game ragdolls would.