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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

The Mannequin animation system


Introduced with CryENGINE 3.5 is the high-level Mannequin animation system. The system was designed with the goal of decoupling animation and game logic, effectively sitting as an additional layer between the CryAnimation module and the game code.

Note

Keep in mind that Mannequin can be applied to any entity, not just actors. However, Mannequin is integrated by default into the IAnimatedCharacter extension, making it easier for actors to utilize the new animation system.

Mannequin relies on a set of types that should be clearly understood before starting to use it:

Name

Description

Fragment

A fragment refers to a state, for example, "Landing". Each fragment can specify multiple animations on several layers, as well as a selection of effects.

This allows for much smoother animations when dealing with, for example, first- and third-person views simultaneously. For that issue, each fragment would contain one full-body animation, one first-person, and then additional...

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