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CryENGINE 3 Cookbook

You're reading from   CryENGINE 3 Cookbook Over 90 recipes written by Crytek developers for creating third-generation real-time games

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Product type Paperback
Published in Jun 2011
Publisher Packt
ISBN-13 9781849691062
Length 324 pages
Edition 1st Edition
Languages
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Authors (2):
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Sean P Tracy Sean P Tracy
Author Profile Icon Sean P Tracy
Sean P Tracy
Dan Tracy Dan Tracy
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Dan Tracy
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Table of Contents (18) Chapters Close

CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
1. CryENGINE 3: Getting Started FREE CHAPTER 2. Sandbox Basics 3. Basic Level Layout 4. Environment Creation 5. Basic Artificial Intelligence 6. Asset Creation 7. Characters and Animation 8. Creating Vehicles 9. Game Logic 10. Track View and Cut-Scenes 11. Fun Physics 12. Profiling and Improving Performance Index

Creating skinned characters for the CryENGINE


The CryENGINE has a robust character and animation system.

It is however important to realize that, for the character creation process to go smoothly, you should follow the recommended workflow put forth in this first recipe for the creation and subsequent animation of skinned characters.

Getting ready

Locate the character assets that are shipped with the CryENGINE SDK.

In most cases, a character subfolder is created within your particular game's object folder.

In the SDK, the default character is located in Game\objects\Characters\neutral_male.

When creating character assets for the CryENGINE, you will typically save them to two or three different .Max files. The first file will contain the main character; the second scene contains the first LOD of the character and its ragdoll physics mesh. The third file is optional, as it usually contains just the head of the character. The head is separated as it makes it easier to edit independently of the rest...

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