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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 Assets panel:

Assets panel

Using the Scene Parameters, highlight your selected character:

Scene Parameters

Attachment List and Properties

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

Attachment list visible

By clicking the arrow to the left, this expands the attachments attachment's 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.

  • Using Insert, add the new attachment to the top of the list.
  • Using Add, appends the new attachment to the bottom of the list. 

Adding attachment through button

Or ordered directly in the list via the right click context menu:

Adding attachment thought right-click

Attachment Types

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


Example character with a fully configured attachment list:

Fully configured attachment list

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



Clicking selects the closest character bone, then builds a mesh of vertices affected by all its children, up to already physicalized ones, and approximates it with a primitive. Therefore, proxies should be created from "leaves" to the root:

Adding character phys proxies

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.


  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:

    Image Added
    Mesh Simplification 0, 2, and 5
    Image Removed