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To open the Character Tool, go to Tools -> Animation -> Character Tool.

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Here are four core UI components of the Character Tool:

Table of Contents

1. Menu


The menu bar in the Character Tool has three sub-menus:


New Character...Create a new character from scratch.
Open Character...Open an already saved character.
Recent CharactersShows a list of recently opened character files and their locations.
Save AllSaves all modified assets. (Assets which have been modified and not yet saved in this CT session).
Clean Compiled Animations...Shows a window allowing to run a batch clear of i_caf compilation cache.
Resave AnimSettings...Shows a window allowing to perform a batch force save of all animsettings files.
Import FBX
  • Skin - Opens the Import Skin tool so you can import the skin of an asset separately.
  • Animation - Opens the Import Animation tool so you can import the animations of an asset separately.
  • Skeleton - Opens the Import Skeleton tool so you can import the skeleton of an asset separately.


Shows or hides the different panels within the Character Tool.


Save Layout...Saves the layout of the Character
Tool  so it can be restored.
RemoveRemoves a saved layout.
Reset to DefaultResets the layout of the Character
tool to the default settings.


2. Assets


Each item within the tree has a context menu with available actions. Depending on what kind of asset you have selected, this context menu can consist of any number of the following options:


Copy NameCopies name of the selected asset entry to the clipboard.
Copy PathCopies file path of the selected asset entry to the clipboard.
Paste SelectionSelects an asset entry based on the file path currently contained in the clipboard.
RevertReverts a modified asset back to its last saved state.
SaveSaves a modified asset to its own file.
Save As...Saves a modified asset to another file.
DeleteDeletes an asset (completely).
Show in ExplorerShows the file or *.pak file containing the asset in the Windows Explorer.

For Animations, the following options are also available:


Export HTR+I_CAF (Lossy)Exports a compressed animation asset (caf) back to the i_caf format. The generated i_caf file will contain compression artifacts introduced by the caf compilation process.
Force RecompileClears i_caf compilation cache for the selected animation asset and re-compresses it again.
Generate FootstepsShows up a windows allowing to automatically generate footstep animation events for the selected animation asset.


There are two ways to filter the tree in the Assets panel:


A scene is set up only for previewing purposes and consists of:


CharacterYou can use this entry to load a new character by clicking on the Folder button. (this is an alternative way to select a character as opposed to selecting from the Asset tree panel on the left side).
Animation LayersHere the played animations are set up. Whenever you select an animation in the Assets panel, one will be assigned to the active animation layer (highlighted with a bold text and pressed button).
You can add new animation layers by using the little button located next to it.
You can remove animation layers through the context menu (RMB on the number left to the layer button).
Blend spaces, aim- and look-poses expose additional settings.
Blend ShapesShows blend shape sliders, when the character contains blend shapes.

AnimEvent Players

The options in this section were created for use with a tool that was developed internally, but not released to the public. As such, these options will not be of use to users outside of Crytek.