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(MAYA) Cryengine Vehicle Workflow (Project Files Included)

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User avatar CollinBishop
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(MAYA) Cryengine Vehicle Workflow (Project Files Included)

Postby CollinBishop » 05.01.2014, 10:30

In this tutorial I go over the basic principles of bringing a simple car mesh in from Maya to be used in a Cryengine scene as a vehicle entity. I am providing the Maya file and a MEL script to help with snapping objects. Lastly I provide a stripped down version of the Hummer script that is commented by section.

EDIT: I have now attached a FBX so you can import directly into MAX and just swap out the render geo and reposition the tire groups to your vehicles tire locations. For collisions just move the hull proxy into place and reshape the vertices to match your cars body type.

EDIT2: I have now added the axle system I did in another thread.

EDIT3: Updated the Maya file to work with 3.8 and the new attachment helper system. No more flipping on import. Plus a new tut and asset zip in this posting.



Attachments
VehicleAnims_Assets.rar
(117.44 KiB) Downloaded 24 times
38_Vehicle_Assets.rar
(37.28 KiB) Downloaded 16 times
Axle4Vehicle.rar
(207.91 KiB) Downloaded 132 times
Last edited by CollinBishop on 03.07.2015, 04:26, edited 8 times in total.
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User avatar afsoft
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Re: Maya Cryengine Vehicle Workflow

Postby afsoft » 05.01.2014, 21:17

thanks , if it is possible for you , try it for animation in maya and how to export a animation for the
door of the car .
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User avatar CollinBishop
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Re: Maya Cryengine Vehicle Workflow

Postby CollinBishop » 05.01.2014, 22:26

No problem afsoft. I plan on making vids in the next couple weeks showing this very thing. I will most likely append them to this thread in the first post. Keep looking out for the updates.

thanks

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Re: Maya Cryengine Vehicle Workflow

Postby afsoft » 06.01.2014, 00:25

:D
awaiting
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User avatar DemronDark
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby DemronDark » 10.01.2014, 17:19

Hey Collin,

glad to inspire you ^^ just found it. Im trying to redo this in the next days, have had no time so far. But its good to see this working ;) And Im also looking forward to advanced tutorials about animations and stuff ;)

Kev
User avatar CollinBishop
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby CollinBishop » 10.01.2014, 18:26

No problem. I have been doing Mannequin stuff this week so I will get back to this soon enough. As of right now it gets the base vehicle in there perfectly fine. I need to go in and talk about damage behaviors and attachments to get the vehicle editor to run smoothly. Without the additional code it will give negative ref errors. Will be coming soon.
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby CollinBishop » 15.01.2014, 00:29

I have added an axle system from a sep thread that LeonUK did in Max to te thread to give people the ability to run suspension systems through Maya builds.
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Axle4Vehicle.rar
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User avatar SMerc
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby SMerc » 03.04.2015, 02:49

Thanks for this tutorial.

I know it's about a year old, so maybe things have changed with new versions. But using Maya 2015 and CryEngine SaaS I'm seeing the hull rotated 90 degrees on import. I don't think I changed anything when generating the CGA and MAT, and I used your files for everything else.

Do you have any idea what could cause this?
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import.PNG
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby CollinBishop » 03.04.2015, 03:09

SMerc wrote:I know it's about a year old, so maybe things have changed with new versions. But using Maya 2015 and CryEngine SaaS I'm seeing the hull rotated 90 degrees on import. I don't think I changed anything when generating the CGA and MAT, and I used your files for everything else.

Do you have any idea what could cause this?


The exporter has become far more specific to nodes being housed in a sceneroot or being built in a z-up world space. If you change the world space in your Maya prefs and then rotate the node it will export as it did in the tutorial. Sorry for this issue and I will try and update the scene file to reflect these changes. I honestly just never had anyone tell me until you brought it up.
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby CollinBishop » 02.07.2015, 22:42

SMerc wrote:Do you have any idea what could cause this?


I updated the main post for at least the standard vehicle asset to work in 3.8 now. No more flipping. Will get the axle one rectified as well for the base project files provided.

Also added one other video to show anim export and parts setup on the vehicle to swap from modifications easily. Example being a cope or taxi attachment.

EDIT: Stickman will retarget soon. Also been setting up a weapon tut and anims in the new charater tool setup. Much easier and faster. The build ships with an m4 but I will use my own as a freebie. Don't want to be handing out Crytek assets and all.
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m4_in.jpg
Capture2.JPG
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Re: (MAYA) Cryengine Vehicle Workflow (Project Files Include

Postby specta » 03.07.2015, 11:49

Great work Colin thanks for this just watched your new video on youtube .Thanks


 
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