CRYENGINE Tutorial - Character Pipeline: Reorienting Animations (Blender)
CRYENGINE Tutorial - Character Pipeline: Reorienting Animations (Blender)
Our latest installment in our Character Animation Pipeline Master Class takes you step-by-step through the process of reorienting animations using Blender.
Hosted by our very own Roman Perezogin, one of our Junior Technical Designers, the tutorial introduces Blender, shows the import process for animations, and then focuses on adding a new bone to a character.
You’ll then learn how to bake animation onto a reoriented root bone, and shown how to delete forward movement from the animation, or track, as it is called in Blender.
0:00 - Introduction
0:55 - Importing Animation
01:40 - Short Introduction to Blender
03:20 - Creating a new bone and parenting the bone to the rig
05:00 - Reorienting the root bone
05:50 - Baking the animation and deleting animation keys in the dope sheet
07:40 - Preview in CRYENGINE
08:20 - Outro
The video then reveals how to export multiple animations in one FBX file, which CRYENGINE imports separately.
Finally, Roman shows the animation setup within CRYENGINE.
You can follow along with this tutorial by accessing our written documentation. https://docs.cryengine.com/display/CEMANUAL/Reorienting+Animations+in+Blender
#Blender #Animations #AchievedWithCRYENGINE
This tutorial builds on the concepts revealed in the first two parts of the series.
Part One: An animation pipeline using 3DS Max.
Part Two: An animation pipeline using Maya.
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch this tutorial on our YouTube channel.
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