For the translation of an animation, CRYENGINE requires a root bone that acts as the first bone in the parent-child hierarchy of joints.
Usually the relative position of the character is made the '"root", which makes it easier to reorient the model than if, say, the hip joint acted as the root. The root bone is also responsible for translating/rotating the model relative to the world space.
Choose and import your first animation into Maya using the File → Import option from its main menu. If not already docked, click the icon on the left side of Maya's interface to open the Outliner, which lists the different components of your scene.
You need to add a root bone to your animation. To do so:
Begin by creating a point constraint between the hip bone and the root bone.
Click on the hip bone, and then on the root bone in the Outliner while holding CTRL.
Make sure you click on the hip first, as the root bone needs to follow the hip.
You've now attached the root bone to the moving animation.
To bake the animation, or rather, the translation information from the hip to the root bone:
This deletes all translation movements from the hip, so that the root bone is the one driving the animation.
If you'd like the animation to play at a fixed position, you can get rid of the forward motion by selecting the root node in the Outliner, and deleting the Translate X/Y/Z options from the Channel Box.
Bake Animation
4. If you'd also like to export constraints and/or skeleton definitions, if any, tick their corresponding boxes under the Constraints tab. Finally, click on Export in the Export All dialog to complete the process.
Constraints
You could also, as an option, use a Python script to speed up the process of exporting characters and animations together:
6. Select the root and hip bones in the Outliner, before clicking the button in the Script Editor to play the script.
7. You can now export the character and animation using the File → Export All option from the main menu in Maya.
Make sure to remove the Translate X/Y/Z options of the root bone, if you'd like to remove the forward motion of the animation.
To test the exported animations in CRYENGINE:
If the animation was correctly reoriented in Maya, you should now be able to see it playing in the Y (forward) direction of CRYENGINE's world coordinate system.