The most important thing to keep in mind while preparing for export are naming conventions. If the described objects are not named correctly then the exporter will not work. Also be sure that you work with -Z as your front view as this is the front in-engine.
An example Maya scene with the hierarchy setup for the static geometry exporting can be downloaded statictest.ma.
All objects/folders containing objects must be placed under the root game folder, in the Game\Objects
folder. Objects placed outside of the Game folder won't work in the engine.
Create an example object in Game\Objects\Testbox
. Create a simple box, a meter or two (3-6 feet) in each dimension. CryENGINE uses the metric system for measuring distances so this should be adopted in your software as well
There are several important things that users should pay attention to as they create objects.
1. Create a group called cryexportnode_@ replacing the '@' with the filename to export to.
2. Create a group under the 'cryexportnode'.
3. Name the new group #_group replacing the '#' with the name of the model you want to export.
4. Group the meshes to the group you just named '#_group'
This is the main window from which you will be adding, selecting and changing the order of your materials. It is located under the Crytek shelf icon as the following icon:
Some general tips to keep in mind while creating your materials:
1. Click the export button on the Crytek toolbar to open the 'Crytek Export' dialog.
2. Click the Add Attributes button.
3. Select the cryexportnode group.
4. Select the file type from the drop down menu that appears in the Node Options section. You can also find this drop down menu in the Extra Attributes section in Maya's Attribute Editor.
5. Click the Export button on the Crytek Export dialog.