Book Image

CryEngine Game Development Blueprints

Book Image

CryEngine Game Development Blueprints

Overview of this book

Table of Contents (22 chapters)
CRYENGINE Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

The physicalized attachments


The physicalized attachments in CRYENGINE provide a simple, easy-to-setup, and stable way to create secondary motion to characters. You can use the physicalized attachments to dynamically simulate characters' accessories, such as necklaces, earrings, and cloth, or body parts, such as tails, tentacles, and fat jiggle. Physicalized attachments work on both bones and static meshes. Depending on your pipeline, you can decide how to use them, but we advise to use bones as much as possible to save draw calls.

In our example, we will simulate our character's belly. Sounds fun, right? Go back to the Boris folder in Objects and open the boris_export_groups Maya file. In the view port, go to Shading and make sure that X-Ray Joints option is checked. You should see our belly_JNT parented under pelvis_JNT. In the Animations menu set, go to Skin | Edit Smooth Skin | Paint Skin Weights Tool. You should see all the skin influences in a list in the Tool Settings Editor. Select...