This tutorial is designed to outline the rules and guidelines for rigging characters to be exported to CryENGINE. If you are working with Biped, please go to the Biped Rigging tutorial, and if you are interested in character physics authoring go to Ragdoll.
This tutorial is for people who are building new rigs, or troubleshooting.
Check the character mesh before you start, make sure:
Bones should have no scale applied to them.
No bones can be outside of the skeletal hierarchy, the exporter starts at one root bone and steps through all its children.
The bones of the spine and head can to match the orientations and names of the biped skeleton for lookIK to work but the names are defined in the chrparams file.
If you want to have rig elements inside the hierarchy, keep them to the periphery and use the prefix '_' to comment them out of export.
The Character must have a proper phys mesh.
The character must have the proper LODs:
If the LOD1 can be set as the LOD0 for lowspec systems.
It is always a good idea to Zero Out your bone rotations after you have set up your skeleton.
Collapse your list controllers! The exporter can sometimes have issues with list controllers.