Fairly simple set up. We need to take our model, save it to a new file (I recommend a _tp suffix, for instance mine is named baseball_bat_tp.ma.) Now you’re going to have to create some “CryHelperNodes.” This is bogus, it’s technically just a fancy name for some other thing, which is simply being used to track a MAT16. Er, a positional translation matrix.
This first step comes in three parts. First, we do our research. Then we build the model. Finally we create a texture map. For this tutorial, and the sake of simplicity, I will be creating a baseball bat. A very simple bashing instrument. But it’s no surprise to anyone who knows me, that a personal motto of mine is simply to KISS.
What you will need:
You’ll want to be comfortable with the basics of using your DCC to get data to CryEngine. You should probably know how to model and rig. You should probably also know the basics of keyframe-driven animation. Aside from that you’ll need a couple of basic assets in source-file format.
I used Maya to create these tutorials.
Open the Object Panel of the Rollup Bar (if it’s not already open) and select Entity. Expand the AI separator, and drag a Grunt AI out onto the playing field. You may want to spend extra time rotating him, or the player. You also could leave them facing the same direction, like I did.
Since the map’s geometry is complete, we should build the AI paths next.