void CLivingEntitySample::ResetCharacterModel() { IEntity* pEntity = GetEntity(); const int slot = 0; const char* modelFilename = DEFAULT_MODEL_NAME; pEntity->LoadCharacter( slot, modelFilename ); ICharacterInstance* pCharacterInstance = pEntity->GetCharacter( slot ); if ( pCharacterInstance == NULL ) { return; } ISkeletonAnim* pSkeletonAnim = pCharacterInstance->GetISkeletonAnim(); if ( pSkeletonAnim == NULL ) { return; } ISkeletonPose* pSkeletonPose = pCharacterInstance->GetISkeletonPose(); if ( pSkeletonPose == NULL ) { return; } pSkeletonPose->SetFootAnchoring( 1 ); pSkeletonAnim->SetAnimationDrivenMotion( 1 ); // We will want to set motion parameters directly ourselves for this sample: pSkeletonAnim->SetCharEditMode( 1 ); }