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Using Blender and BCRY to import animations to Lumberyard
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This is a quick and dirty howto, more in-depth video to come.
PLEASE read the BCRY and/or CryBlend documentation for more details on this process. While not all of the documentation is applicable (most notably the deprecated file formats), it does go much deeper in detail than this quick video. I choose BCRY because of its active development status as of the publishing of this video.
Also note that as of Lumberyard 1.7, .anm and .cga file types have been depreciated.
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Set up asset with bones/rigging/animation (see other Blender tutorials on detailed information on how to do this). I just created a quick rectangle with some subdivisions for the sake of this proof of concept video.
Next you will need at least three export nodes:
1. Skin - this is the mesh itself
2. Chr - this is for the bones, and needs a primitive mesh applied, as well as all transformations applied or else your animations will be applied to the mesh in the wrong direction/scale.
3. Animation (i_caf)
Next export these nodes. Now it's time to go into Geppetto to create the character (even if what we're creating isn't technically a character).
Create a new character, add skeleton, add skin attachment (this is the actual mesh), add Animation Set Filter (use path with animations) this will load the animation you exported. Select the animation and import, it should start playing (if it doesn't start playing, save progress and re-load Geppetto, or switch characters and then back).