It CAN be Tested!
At this point – if you open CryEngine… what you should have is an Entity you can drag and drop into levels which will be fully interact able weapon (incapable of damage since the collision is in a totally borked spot.) And once you grab the weapon, a lot of red text saying the animation doesn’t exist. You’ll probably also have arms in a Franken-pose. Well, everything is fine. It’s working perfectly, we just need animations.
Summing it up.
So yea, we need to cover the basics. A selection animation (unsheathe the sword), a deselecting animation (put it away), an idle animation loop (about 2 seconds of waving it around uselessly), and a swing. This part should be easy… but it’s animation so it’s actually quite tricky. I recommend setting up a view camera (to see things as they’d appear from CryEngine.)
Basically, my workflow here is to grab a copy of the master file, rename it after the intended animation. (Let’s say, idle_01.ma) and then keyframe that animation. (For idle, a two second loop of waving the bat around clumsily.) When I have something which works, I then export the CAF file; and move on.
Worth noting the animation names should match up to what is being defined inside the CHRPARAMS file, which as I’m sure you realize is all quite arbitrarily named. Have fun. :)
The Maya to CryEngine 3 Animation Export Process
- Open CryTek UI.
- In AnimExport section… Click “New”
- Name the animation.
Note: Whatever you name it is the filename used for export.
- Identify frames of animation.
- Type in joint chain root name. (OR select joint chain root node and hit “Select” button.)
- Click on “Browse”, and in popup window hit “Save” button.
- Animation should now be ready for export.
- Open CryTek UI and in AnimExport section click on “Export Anim”.
- You should have a *.CAF file in with the source scene file. You will relocate this to the engine.