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Check out part one of a new art asset pipeline tutorial series hosted by Technical Support Specialist Alin Alexa covering physical collision proxies.
In a new Master Class tutorial series, Alin Alexa, one of our Technical Support Specialists, takes you step-by-step through a proven-in-production art asset pipeline. The first video in this series demonstrates how to create physical collision proxies for your assets in 3DS Max, and then get them into the engine using the CryExporter tools, in this case focusing on the CryMax plugin. The same process is also shown using an FBX pipeline so you can pick your favored workflow.
A collision proxy is a geometric model that is used for calculations in the physics module of CRYENGINE. This includes physical collisions, friction and physical raycasts to name just a few. They also provide the opportunity to simplify the physical model compared to the rendered mesh to optimize for performance. The tutorial explains the purpose and principles behind these physical proxies, as well as a practical walkthrough of both the CryTools and FBX pipelines, in just under 15 minutes.
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.
Stay tuned to our usual channels for the next tutorial in this series, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.
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