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

Summary


In this chapter, we covered the different asset types that can be used to assemble a character inside the Character Editor and how to use that editor to debug our character and make sure it is exported properly. We also went through the process of exporting our animations from Maya to the engine and all the files you need to edit or create in order to see these animations in the engine, and have a better idea about the potential errors you may face while exporting your animations from Maya and how to solve them. Using the Character Editor we were able to set up a physicalized attachment using the spring properties in the engine. You also saw how you can tweak the properties to get a better result for creating a secondary motion to your character.