Time for action - creating animation for a skinned character
Having learned in the previous example how to create, export, and skeleton a character, we will now learn the basics of animating it. For this example, you can use your own custom character created in the previous example or open the example character provided.
Open the file named
Objects\Characters\agent\SDK_Agent.max
.Now, open the
animations.cba
file with any text editor, for example Notepad. You will find this file under thegame/animations
folder.In the
animations.cba
file, each entry is a character animated within the Free SDK. You will notice that developer comments already exist to explain each of the parameters.When creating a custom character, it is common practice to copy the definition for a similar character and set the
Model File path
,Animation Path
andDatabase path
to that of your own skeleton.Make an entry in the
animations.cba
file (as seen in the example), paying special attention to theModel
,Animation Path
...