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CryENGINE 3 Game Development: Beginner's Guide

You're reading from   CryENGINE 3 Game Development: Beginner's Guide Discover how to use the CryENGINE 3 free SDK, the next-generation, real-time game development tool with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849692007
Length 354 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (18) Chapters Close

CryENGINE 3 Game Development Beginner's Guide
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Introducing the CryENGINE 3 Free SDK 2. Breaking Ground with Sandbox FREE CHAPTER 3. Playable Levels in No Time 4. I'm a Scripter, Not a Coder 5. C++ and Compiling Your Own Game Code 6. User Interface and HUD Creation with Flash 7. Creating Assets for the CryENGINE 3 8. Creating Real-time Cutscenes and Cinematic Events 9. Immersion through Audio Design 10. Preparing to Share Your Content Pop Quiz Answers Index

Time for action - creating your own skinned character


In this example, we will create our own skinned character asset that we will rig to the default skeleton. We will then export and test this within the Sandbox Character Editor.

  1. Locate the .max file named SDK_Agent.max stored under objects\Characters\agent\ in the downloaded example files.

  2. Open the scene.

    The assembly on the left-hand side of the following screenshot is the Live Deforming Skeleton. It is, at its core, a 3ds Max Biped system with some extensions added. The deforming skeleton is the typical starting point for all characters as it is responsible for many tasks. Let's see some of its tasks:

    • It deforms the render meshes of the character based on the skinning information.

    • The actual geometry of the bones in this skeleton will be used for the hit detection and physics for an active or alive character.

    • Materials applied to the deforming skeleton are also used for hit detection, and can be used to apply physical impulses or to read...

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