Before a face can be animated using the CryENGINE toolset or loaded into the Facial Editor, your character needs a facial setup that the engine can load and understand.
This setup includes a properly exported head and facial library. This section will take you through both of these steps. 3ds Max will be used for exporting. Other software packages, such as Maya, will work in a similar fashion but will not be covered explicitly. Take a look at the following screenshot:
Note
Note about morphs in CryENGINE
Up to and including Version 3.4.7, CryENGINE supports morphs as well as bone rigs for facial animation. With the release of Version 3.5, the support for morphs was officially dropped. This chapter will therefore use a bone rig for all examples and instructions.
It is possible that the support for morphs will be reinstated in a later release. In those cases where it makes a difference, an info box such as this will describe the workflow for morphs in addition...