If you want some files for reference, please download and unzip the tutorial files as described on this page.
Before you continue with this tutorial, make sure to have read and understood the following:
The goal of this section is to create a poly cylinder and a dummy triangle poly mesh and two skeleton hierarchies in 3ds Max. In contrast to the Maya pipeline, we can leave the scene hierarchy as is, without re-organizing our scene into groups and cryExportNodes. We can immediately export to the CRYENGINE specific file types (CHR and SKIN) at the end.
The poly cylinder we make acts as the pony tail geometry which is skinned to a bone chain. The other bone hierarchy acts as a simplified character skeleton where the bone hierarchy with pony tail mesh will be attached to. In the end, we have a secondary pony tail bone chain extending the primary character skeleton.
Set up your 3ds Max scene and save it to an appropriate directory, for example YOUR_PROJECT_FOLDER\Assets\Objects\current_tutorial. Be sure that the folder contains the 3ds Max scene and exported files for CRYENGINE is a sub-folder of your project folder. In our case, we saved the 3ds Max scene files in this directory:
YOUR_PROJECT_FOLDER\Assets\Objects\jigglebone_tutorial_max
For this tutorial we will create a poly cylinder and skin it to a bone hierarchy. This bone hierarchy can be used for two very distinct use cases:
We want to keep our primary skeleton as abstract as possible. Create 3 objects: a root, a pelvis and a head bone object. Rename the bone objects and orient them to the sample scene / image shown below. We created some tripod helper objects for you to see their final local orientation.
Pic4a & b: Root matching the default world orientation before export
If the orientation of your skinned object does not meet CRYENGINE requirements, it will not complain, until you try to load it as a CHR in Character Tool.
Open the File ponytail_skeleton_step02.max.
Select the cylinder / pony tail mesh and add a Skin modifier. Add the 7 pony tail bones to bone list of its "Skin" modifier.
Pic9: Skin the "pony tail" / poly cylinder mesh
Tweak the skin weights by moving the Envelopes and their radii or use 3ds Max 2016+ "Voxel" / "Heat Map" feature in the Skin modifier to make a quick skin weights distribution.
(File: ponytail_skeleton_step04.max)
Pic10: Skin Weights
We will merge the base skeleton scene into our pony tail scene and link the secondary skeleton to the base skeleton. This is how you normally work when you build a secondary skeleton to extend your base, keeping both skeletons in two files and not mixing them. Open the File: ponytail_skeleton_step04.max and "Merge" the base skeleton from File: ponytail_skeleton_CHR_export.max to it:
Pic11: Use Merge and just overwrite everything if you are prompted
This concludes this 3ds Max section. The next steps will be how to import the assets into CRYENGINE's Character Tool.