Animation

Animation

This section contains information on the animation asset creation process for CryENGINE 3.

In This Topic

Animation Startup Guide
The Animation Startup Guide is intended to serve as a roadmap providing comprehensive and easy to use information on creating and exporting animation assets for new users of CryEngine.

Exporting Animations
Learn how to export animations from 3ds Max to the Sandbox Editor.

Animation Compression Details
Resource Compiler is a tool that runs in the background, however, it is often important to understand the reasons for why the RC exsists, as well as the essential role it plays in game development with the CryENGINE.

The CBA File
CryENGINE uses a highly optimized and compressed animation format, which requires additional information for preprocessing steps. The CBA file defines these parameters for animation file processing.

Setting Up the Locomotion Locator
This tutorial describes how to work with the locomotion locator.

Mapping Animation Assets
The .chrparams file contains a reference list of animation files (.caf) to character specific animations in the game.

Character Parameters File
Detailed information on all the definitions (LOD, IK, Animation Lists) specified in the .chrparams file for your character.

Aim Poses
Create realistic aim poses by using the nine sequential frames that are used in CryENGINE.

Bone Requirements
Specific bone requirements are required for Look IK and footstep animations.

Ground Alignment
This page shows how to setup your character in order to make the ground alignment work.

IK Limb Retargetting
CryEngine's Animation System supports an animation driven IK which can retarget limbs on-the-fly, controlled by the animation. The Blend-Weight of the IK can be controlled and animated in the 3D package.

Parametric Gaze Control
This topic describes how to setup Look IK for your character.

Additive Animations
Additive animations preserve the underlying animation and style, which is good for adding poses and aniamtions to the upperbody.

Creating Additive Animations
This tutorial shows you how to create additive animations in your DCC tool and how you can make the most out of additive animations.

Creating Seamless Animation Loops
Learn how to create smooth animation loops without jerks.

Animation Manager
New Animation Manager, a tool that allows you to manage, view, load, save, batch retarget and batch export animations for multiple character types (characters and weapons).

Procedural Motion Baker
Learn how to use Procedural Motion Baker 5.1 to generate various things, like looping animations.

Mocap Cleanup
This tutorial describes the process of cleaning up motion capture footage in 3ds Max.

Facial Animation Asset Files
This page describes the asset files associated with Facial Animation.

The FaceAnim Tool
This document explains how to use the powerful FaceAnim tool.

Facial Setup
This page elaborates the setup required for Facial Animation and describes the phoneme extraction process (using Annosoft phoneme extractor).

Phonemes and Visemes
This page describes the phonemes and visemes setup.

Sandbox Manual (Animation)

The Character Editor
Learn how to design and build characters with the Character Editor.

The Animation Graph 1.5
The Animation Graph controls the order of animations, as well as the transitions between them. Please refer to the sub-pages for tutorials on performing specific Animation Graph functions.

Locomotion Groups
This topic contains an overview of locomotion groups and their types, as well as a creation workflow.

Locomotion Group Editor
The Locomotion Group Editor (LMG Editor), is a tool tailored to create LMG animations in a more interactive way than having to write the .lmg xml files by hand.

Fall and Play
Fall-and-Play is activated when a character is ragdollized with a >0 stiffness.

The AnimEvents and Tracks Database Files
This page deals with the AnimEvent Database and the Tracks Database.

Footstep Markup
The Animation System supports time-aligned blending to counter artifacts on the legs and feet when blending between different locomotion assets linearly.

[CRYENGINE:Hit and Death Reactions System \(old doc\)]
This system allows the game code to automatically execute a reaction that fits the context when a character is hit (HitReaction) or dies (DeathReaction).

Hinged Attachments
Learn how to set up and used hinged attachments.

Facial Editor Tutorial
Learn how to use the Facial Editor, including information on the Effectors Sliders, the Expressions Explorer, the Sequence View, and Bone Controls in order to set up facial expressions.

Facial Editor Reference
In this topic, you will find comprehensive documentation about the features and settings of the Facial Editor.

Cooperative Animations System
This Document explains the Coop Anim System and demonstrates the process of setting up a cooperative animation on two characters using the FlowGraph.

Boids Setup
Sharks serve as a method of keeping players inside the gameplay area, while boids are animals that cannot be directly controlled, but can be interacted with by the player. This topic contains setup information, as well as descriptions of the boid parameters.


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