The old CryAnim Dialog Box can be enable in the CryAnim Control Panel.
Drop-Down List: In the drop down list, you can specify the object you want to apply the operation to.
Used Axis: If enabled, you can select which coordinate axis will be used for the operation.
Offset Set Button: If enabled, sets the offset from the current selected object and the object selected in the drop down list. After the offset is generated, the Offset checkboxes are available.
Offset Axis: If position is checked, the selected object will be in addition to the offset aligned to the object set in the list.
Start/Stop: This button sets the range of operation. The red square box indicates which value will be changed when hitting again.
Steps: Specify how many steps the operation will use. (Default is 1)
Operation: If 'Current Selection' is selected in the Selection rollout:
Name | Operation |
Planted Key | generates a planted key |
Sliding Key | generates a sliding key |
Free Key | generates a free key |
Move | moves the selected Biped object to the nearest snapshot / pivot point |
Move / Rotate | moves and rotates the selected Biped object |
Move to Floor | if the foot is selected it puts the foot on the floor |
Reset Rotation | adapts the rotation of the selected objects parent rotation |
Copy | copies the rotation and position of the current selected object |
Paste | pastes the rotation / position / transform to the current selected object |
Bip to [0,0] | puts Bip01 node to [0,0] |
Bip to [0,0,0] | puts Bip01 node to [0,0,0] |
Name | Operation |
Move | Moves the selected Biped object to the object selected in the list |
Line | Moves the selected Biped object with reference of the selected object in the list along a line |
Apply: Applies the selected operation to the selected object one time.
Load Model
If a model list is created before, the model selected will be opened (without message box asking to save changes).
Reset Locator
Rotates and translates the locator to Y+ and [0,0,0] (origin of scene).
Weapons Drop-Down List
If a weapon list is created before, the weapon selected will be unhidden, every weapon before will be hidden (needs reference in weapons_ref.max in tools folder).
Muscles
AutoMuscles
If checked and nanoMuscles are in the scene, automatically repositions the look-at targets without animating.
If unchecked and Use Keys is unchecked too, keys will be generated automatically when changing the timeline.
When exporting using the cryAnim tools, the nanoMuscles will be baked automatically by export.
Use Key
Is available when Auto-Muscles is unchecked.
If nanoMuscles are baked and Use Keys is checked, it will not generate keys when changing the timeline. Needed when tweaking the bones.
Create
If there is no nanoMuscles rig available on the character, it will be generated.
Bake
Bakes the nanoMuscles Keys.
Load Biped File
Prompts a open file dialog where you can choose the biped you want to load (must have correct file naming: works not without file extension).
Start/End
Sets the range to save the biped to.
Range
Sets the current animation range to save the biped to.
All
Uses the biped range for saving.
Add
If a bone is currently selected, the bone will be added to the bone export list.
Delete
If a bone is selected in the list, it will be deleted.
Save
Prompts a saving file dialog to choose a file where to save the biped to.
Export
Prompts a saving file dialog to choose a file where to export to.
Save/Export
Prompts a saving file dialog to choose a file where to save to.
(It will generate automatically the correct path for the CAF file and export the biped.)
Batch Export
Runs the batch exporter to export .bip or .fbx files.
AutoUpdate
If checked, tries to get latest revision every minute from perforce.
Notify
If checked, shows a message box if there is a new updated installed.
Name | Y(es) | N(o) | A(sk) |
Open For Edit | always open | never open | prompt message to ask |
Add to Source Control | always add | never add | prompt message to ask |