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The latest video in our Character Animation Pipeline tutorial series shows you how to make animations work on a playable character.
Roman Perezogin, one of our Junior Technical Designers, hosts the next chapter in our Character Animation Pipeline tutorial series. This video builds on the previous tutorials showing you how to reorient animations and explains how to take those animations and apply them to a character, making them playable. In less than ten minutes, you are guided step-by-step through the procedure, from setting up an engine solution, importing animations, changing code in Visual Studio to replace a default character with a new one, setting up Mannequin with new animations, and testing the final result – a playable character. You can find the written version of the tutorial here.
If you are new to the series, you can get up to speed with the following links:
Part 1: Use 3DS Max to reorient animations for use in CRYENGINE
Part 2: Use Maya to reorient animations for use in CRYENGINE
Part 3: Use Blender to reorient animations for use in CRYENGINE
Part 4: Export and Import geometry and animation assets with 3DS Max, Maya, and Blender
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 more tutorials, 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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