Learn how to apply animations to a character and make them playable in the latest installment of our Character Animation Pipeline tutorial series, hosted by Roman Perezogin, one of our Junior Technical Designers.
CRYENGINE Tutorial- Character Pipeline: Making our Character a Playable Character | Taming Mannequin
0:00 – Intro
01:00 – Generation a new solution
01:40 – Opening Game Solution
02:30 – Importing our Animations and Character Tool Check
03:45 – Changing code in Visual Studio
04:05 – Building the game
04:30 – Changing preview file
05:10 – Mannequin setup
06:55 – Root motion resets explained
07:35 – Outro
This video builds on the previous tutorials which show you how to reorient animations and explains how to take those animations and apply them to a character, making them playable.
In less than ten minutes, you are guided step-by-step through the procedure, from setting up an engine solution, importing animations, changing code in Visual Studio to replace a default character with a new one, setting up Mannequin with new animations, and testing the final result – a playable character.
#Animation #Mixamo #PlayerCharacter
New to the series? Get up to speed with your favorite workflow by following the tutorials below:
Part 1: Use 3DS Max to reorient animations for use in CRYENGINE
Part 2: Use Maya to reorient animations for use in CRYENGINE
Part 3: Use Blender to reorient animations for use in CRYENGINE
Part 4: Export and Import geometry and animation assets with 3DS Max, Maya, and Blender
CRYENGINE 3ds Max Utilities v2020:
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.
If you are completely new to CRYENGINE, we recommend that you download our beginner’s course:
Or, you can watch the tutorial on our YouTube channel:
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