Book Image

CryENGINE 3 Cookbook

By : Dan Tracy, Sean P Tracy (USD)
Book Image

CryENGINE 3 Cookbook

By: Dan Tracy, Sean P Tracy (USD)

Overview of this book

With every successive console generation, the cost, time, and complexity of developing games has grown. Meet CryENGINE3, a middleware engine that is the perfect fit for most developers allowing users to exceed current generation quality standards while using less people and time than ever thought possible.The CryENGINE3 CookBook is packed full of recipes for junior and senior developers alike. It covers everything from creating photo realistic architectural visualizations to implementing advanced physics such as ragdoll and tornado effects. Topics covered include the sandbox, level layout, environment creation, AI, character creation, creating vehicles, and game logic. Every recipe is designed to add AAA quality to your games. The CryENGINE3 SDK has many tools immediately available to developers of all disciplines. For designers the book has recipes for building up your own levels and populating your levels with intelligent AI and photo realistic assets. For artists we have recipes for practical workflow tools and techniques used when working with the advanced CryENGINE shaders and materials. For animators we have recipes that will bring your creations to life using skinned characters and advanced animation systems like locomotion groups. Finally for programmers we have recipes that show how to employ the core mechanics behind entities such as vehicles and weapons while also utilizing the strengths of the physics engine to create a unique and exciting game.
Table of Contents (18 chapters)
CryENGINE 3 Cookbook
Credits
About the Authors
www.PacktPub.com
Preface
Index

Creating upper body only animations


The easiest way to create assets for partial-body animation is to remove the animation channels for certain bones in the DCC App. That means that you have to create a set of special animations that influence just a limited set of bones and not the entire skeleton.

Getting ready

To complete this recipe, you must finish the Creating animation for your character recipe mentioned in the earlier sections of this chapter.

How to do it...

Let's create an upper body only animation:

  • Open up the animation cookbook_wave animation.

  • When we last exported this animation, we exported it as a full body animation. Exporting an upper body animation is much the same as exporting a full body animation. You need to select a root of a hierarchy in the skeleton and add that to the Export Bones list manually.

  • Select the Bip01 Spine bone and then click Clear List in the Bone Export options and then Add Selected. This will add the bone Bip01 Spine to the node list.

You are now ready to...