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  • Book Overview & Buying CryEngine Game Development Blueprints
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CryEngine Game Development Blueprints

CryEngine Game Development Blueprints

By : Goodswen, Toulan, Howels
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CryEngine Game Development Blueprints

CryEngine Game Development Blueprints

By: Goodswen, Toulan, Howels

Overview of this book

CRYENGINE is a game engine developed by Crytek for PC, Playstation, Xbox, Android, and iOS. It can be used to create AAA games, movies, high-quality simulations, and interactive applications. It is most popularly used for game development. In this book, you will start off by exploring the CRYENGINE “Blank” Game Starter-kit, creating a completely playable character from scratch and controlling its movement. You will learn how to implement a weapon and ammo class, and will create complete “start” and “end” game menus using Scaleform and C++. Additionally, you will learn some key texturing techniques for PBR and how to create and bake maps to the lowpoly model. You will also explore how to get a static model from Maya and shaders setbup in the SDK to check the textures during creation, and create all the necessary engine files to export and see the game character's animations in your engine. In the final third of the book, you will learn how to create objectives, set up saved games, layer on audio polish to help immerse the player in the experience, and debug game issues.
Table of Contents (17 chapters)
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16
Index

Authoring the deformation skeleton in Maya


Before we go ahead and work on the character rig in Maya, I would like to go over some rules you can use for building any character skeleton that is meant to be used for CRYENGINE.

There are some rules when it comes to creating a deformation skeleton for a CRYENGINE character. That's why we like to keep our animation and deformation skeletons separate.

The deformation skeleton is what we will use for skinning the character and it is the one that we will export to the engine in the CHR format. Because this skeleton needs to follow certain rules, we use another skeleton for building the rig, which is the animation skeleton.

The animation skeleton will drive the deformation skeleton via constraints or direct connections. There are no rules for laying out your animation skeleton; you can have whatever hierarchy you prefer for your rig as long as you understand that the end result needs to be hooked to the deformation skeleton.

The deformation skeleton rules...

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