Tutorial info | |
---|---|
Difficulty | Advanced |
Updated | August 03, 2022 |
Software |
cryengine 5.x |
Time Topic
00:00 Intro and Overview
01:25 CRYENGINE Animation Stack (Current)
02:30 Mannequin Pros and Cons
05:30 Modular Animation System: Goals
06:45 System Architecture
09:30 Playebles & Samples
11:13 Use Case: 3D TPP Action Character
11:40 Starting Off: State Machine
12:45 State Machines: Tags
14:15 State Machines: Transitions
15:20 Problem: Combining and Modifying Animations
16:14 Scopes: Expanding the Animation Graph
17:00 Animation Graph Part 1
17:30 Binding Example
18:40 Summary: Our Character
19:00 Problem: New Character
19:38 Reusing Setups: Motion Maps
21:20 Problem: Coordinating Animations
22:00 Coordination: Animation Controller
23:23 Timelines: Synchronizing Characters
24:12 Timelines: Annotating Animations
24:30 Extending the System
25:51 Animation Graphs Part 2
27:00 Animation Stack and Layered Transition Queue
28:03 Pose Modifier Framework
28:45 Case Study
30:00 Animation Graph: Requirements
31:00 We are designing a language
33:10 Purely functional DSL
34:20 Example Workflow
37:10 Debugging the Graph
39:40 Dealing with state
43:26 DSL Summary
44:28 Computation back-end
46:29 Pose Evaluation
47:10 Buffer reuse
49:20 Node API
52:30 Graph Transformations
57:20 Conclusions
57:55 Outro