This tutorial will guide you on how to export your characters from Maya, 3ds Max and Blender into CRYENGINE.
Since we don't have tools for every 3D authoring software out there, we advise exporting your scene as an .fbx file no matter which software you're using as this makes importing into CRYENGINE much easier.
If you have a character with animations, make sure Animation → Animation is enabled.
Then expand Animation → Bake Animations and make sure Bake Animation is enabled.
You can specify the exact frame of the start and the end of the animation here.
Under Geometry, enable Smoothing Groups, TurboSmooth and Triangulate.
If you have an animated character, make sure Animation → Animation is enabled.
In this case, also enable Animation → Bake Animation → Bake Animation.
You can specify the exact frame of the start and the end of the animation here.
Under Transform, you can set the forward and upward direction of your geometry. If you change any value here, make sure to enable Apply Unit.
With these options, you can change the orientation of the origin model, but not the direction of the animations.
Under Geometry, make sure Smoothing is set to Normals Only and enable Apply Modifiers.
Under Armature, nothing needs to be changed.
Making changes here will change the orientation of the bones of your character, which can have some strange results in CRYENGINE. Only change this if you know exactly what you're doing.