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A scope (also known as an Action Scope) is a high level animation channel.


  • A scope context, which contains:
    • an Entity, the entity this scope plays on. Typically a scope plays on a main entity, but it can also play on attached entities like weapons or other entities or characters that this character interacts with.
    • (optional) a Character in that Entity (entities can have multiple characters attached to them, so you need to specify which one)
    • an Animation Database, containing the fragments to play on this scope.
  • A range of animation layers to play animations on. Any animation clips in fragments that are playing on this scope will end up on those layers. You can also specify that this scope refers to no layers at all, which is useful for the more abstract scopes that only use procedural clips.
  • (optional) Scope Tags, to make sure only fragments with those tags are played on this scope (needed to play different fragments on different scopes that use the same scope context)


Here we see a screenshot of the Mannequin Fragment Editor.


To understand this example setup, read the tutorial Controlling Looking (and Aiming) for AI in Mannequin.

Creating & Editing Scopes

Scopes are created and edited by editing the Controller Definition File (xxxControllerDefs.xml).