First Person Weapon Asset

You’ll create a separate file from the source model. You’ll want to name this file similar to the third-person file, except use _fp as a suffix. (Mine is And add onto it – a joint at the origin (name it weapon), and another at the weapons end-point (where you want the collision to happen.) Duplicate this second joint twice. (We need three joints, name them: weapon_01, collision, and weapon_term)

It's not quite ready...

With the joints in place, bind the mesh to the initial weapon root. Mind you, we need to make sure the joint influences remain under 4. (Note: My melee weapon has no moving parts, and so everything will be fully bound to the weapon root.)

Now you’ll need to import the First Person Rig data. Like I said, you’ll probably have to make this. I wrote up some great notes that might be of some help here. You could always try getting a copy of the arms_fp_global.max file converted into your DCC package. (Max users are obviously in luck here.) But I never really could get that to work. Not that I tried as hard as I could have – I wanted new arms which worked with old animations but could be used to create new animations. So I made them.

As stated, all you really need is the skeleton. I like to include a mesh so I can eyeball the approximate geometry collision from the First-Person Perspective. But you don’t have to. And if one is included, make sure it cannot export. (Remove mesh from any CryExportNodes, delete any Material Groups.)

Anyway, now you need to set up the Character export data. If you’re using Max or XSI… I can’t really help you. But if you’re using Maya then you are in luck!

The Maya to CryEngine 3 Character Export Process

  1. Select the mesh, and put it in a group.
  2. Name the group anything you like, but suffix it with _group.
  3. Now put the group into another group, name it the same, but instead of a suffix, prefix it with CryExportNode _. Suffix it with _fp.
    Note: Whatever comes after cryexportnode_ is the filename used for export.
  4. Open the CryTek UI and click Assign Variables.
  5. Now select the cryexportnode_* group and assign it’s type as a Character(*.CHR) in the Attributes panel.
  6. It should now be ready to export (assuming it passes through the Validator unfettered.)
  7. Open CryTek UI and click on Export.
  8. You should have a *.CHR file in with the source scene file. You will relocate this to the engine.
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10 years ago

Where is the arms_fp_global.max? could you upload it?

10 years ago
Reply to  Steve

Hi Steve,
I wasn’t sure if I made it clear enough, so here is some clarification. There is a link to this archive somewhere in the post. The max file you’re looking for is inside that archive.