Motion synthesize and playback, parameterization through blending and inversed kinematics.
Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance. 
if you set this to 0, there won't be any frequest warnings from the animation system 
Joint velocity preservation code mode: 0=Disabled, 1=Physics-driven, 2=Animation-driven 
ration between size of attachment and distance to camera 
ration between size of attachment and distance to camera for MP 
*TODO*
"advanced" (more correct) version of damping 
*TODO*
*TODO*
if a segment stretches more than this (in *relative* units), its length is reinforced 
*TODO*
stiffness for stretching 
stiffness for shape preservation along normals ("convexity preservation") 
stiffness for shape preservation against tilting 
thickness for collision checks 
1 - load the values from the next char, 1 - apply normally, 2+ - ignore 
DBA Unload Timing: DBA Remove Time. 
DBA Unload Timing: CAF Unregister Time. 
Specifies the blending time between low-detail dead body skeleton and current skeleton 
If 1, then it will show if there are animation-driven IK-Targets for this model. 
if this is 1, then it shows what animations are streamed in 
if this is 1, then its shows the anim-key allocations 
shows the amount of skeleton-updates 
shows what animation assets are used in the level 
shows what animation assets are used in the level, triggered by key fileAccess events 
if this is 1, it will print the amount of commands for the blend-buffer 
if 1, then we stop with a Fatal-Error if we detect a serious issue 
Debug facial playback info 
Debug facial eyes info 
shows what models are currently loaded and how much memory they take 
if set to 1, we can see the timing and the segment-counter of all assets in a BSpace 
If true, dump log messages when skeleton effects are handled. 
if this is 1, then we will see a green wireframe on top of software skinned meshes 
if this is 1, it will print some debug text on the screen if you give a file path or part of it instead, only the info for that character will appear 
The multiplier for the decal sizes 
TEMP Disable Animation Thread. 
Disable Animation Unloading. 
if set to 1, we will the the grid with the virtual examples 
draws the wireframe of the aim poses 
if set to 1, the own bounding box of the character is drawn 
if this is 0, will not draw the attachments objects 
if this is 0, will not draw the attachment projections 
if this is 0, will not draw the attachments objects 
if this is 0, will not draw the characters 
if set to 1, the own bounding box of the character is drawn 
draws the binormals of the rendered character 
if this is 0, will not draw the CC characters 
if this is 0, will not draw the CGA characters 
if this is 0, will not draw the CHR characters 
if set to 1, the decals bboxes are drawn 
draws a wireframe cube if there is no object linked to an attachment 
if this is 1, we will draw the body and move-direction. If this is 2, we will also print out the move direction 
draws a visualization of look ik 
draws the normals of the rendered character 
*TODO*
draws the world position of the character (after update) 
if set to 1, the skeleton is drawn 
draws the tangents of the rendered character 
if set to 1, the VEG debug info is drawn 
draws a wireframe on top of the rendered character 
writes animation asset statistics to the disk 
Enables/Disables procedural eyes animation 
Maximum distance at which facial animations are updated - handles zooming correctly 
*TODO*
Always update all skeletons, even if not visible. 
If set to 1, will prevent models from unloading from memory upon destruction of the last referencing character 
Enables facial animation debug draw 
Cross fade time between phonemes in milliseconds 
Offset phoneme start time by this value in milliseconds 
LipSync phoneme strength 
Vertex drag coefficient when blending morph targets 
If this 1, then uncompressed chunks prefer compressed while loading 
If this is set to 1, then we lock the feet to prevent sliding when additive animations are used 
Character LOD ratio 
Enables defragmentation of anim data 
Sets the upper limit on the defrag pool size 
enables a memory usage log 
min size a caf should be for in-place streaming 
"advanced" Set motion blur movement threshold for discarding skinned object 
the animation isn't updated (the characters remain in the same pose) 
Size of the parametric pool 
Process physics impact pulses. 
Enable Precaching of Animation Sets per Character. 
reload all CHRPARAMS 
if the AABB is invalid, replace it by the default AABB 
Turn on CSkeletonAnim Serialization. 
Skip loading fat hin stuff if enabled 
if set to 1, we snap the control parameter to the closest VCell 
stores the names of animations during load to allow name lookup for debugging 
Set to enable CHR streaming 
Set to stream DBA files in place 
If >0 enables Animation Multi-Threading. 
Affinity of first Animation Thread. 
Affinity of second Animation Thread. 
unloading streamed CAFs as soon as they are not used 
if 1, then unload DBA if not used 
Use Animation Driven Ik Targets. 
If this is set to 1, then we are adding a look-at animation to the skeleton 
Lowers render LODs for characters with respect to "consoles_lod0" UDP. Requires characters to be reloaded. 
if set to 0, effectively disables creation of decals on characters 2 - alternative method of calculating/building the decals 
If this is set to 1, we can play facial animations 
if 1, then we use the IMG file. In development mode it is suppose to be off 
if 1, then we use the IMG file. In development mode it is suppose to be off 
Use Joint Masking to speed up motion decoding. 
If this is set to 1, then we are adding a look-at animation to the skeleton 
the morph skinning step is skipped (it's part of overall skinning during rendering) 
the physics is not applied (effectively, no IK) 
If this is set to 1, then we enable procedural recoil 
Show Blend Shapes culling difference 
Blend Shapes culling threshold 
Enables Vertex Animation blends 
Perform Vertex Animation blends post skinning 
Enables Vertex Animation 
if set to 1, will run validation on animation data 
Enable Vertex Animation profile 
Vertex Animation Weight Scale Factor 
Skip LOD 0 for characters using vertex animation 
Update Tangents on SKIN attachments that have the vertex color blue channel set to 255 and 8 weights