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

Animating entities in the Track View


The animation of objects and entities in the Track View can be as complex or as simple as the animator or the designer requires. In this recipe, we will animate a dead tree falling into water. This will involve animating the tree itself as well as triggering some particle effects at specific times. The interesting part about this will be that we are not making a cut-scene but rather a scripted game play event that will alter the path of the character.

Getting ready

  • You should have forest.cry open for this recipe

  • You should have created a new sequence with the name my_second_cutscene

How to do it...

First, we must add some geometry to animate. It is important to remember the difference between a brush and the entities. Brushes cannot be added to the Track View.

  1. To allow us to animate the geometry we are using the basic entity found under the Entities | Physics section of the Rollout bar.

  2. Once placed, name the BasicEntity to falling_tree_01 and set its model...