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[TUTO] Character driven by Cry's skeleton in Character Tool

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User avatar manuk
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[TUTO] Character driven by Cry's skeleton in Character Tool

Postby manuk » 27.03.2016, 20:31

In Cryengine, if you want to use the free asset animations and weapons, you have to skin your custom characters on the cryengine skeleton "skeleton_player_generic".
Skining process can be long and difficult for new users.

This tutorial explain how to use the Cryengine free asset animations on a character not skinned on Cryengine skeletton.
We will learn how to attach an "external" skinned mesh character on the "skeleton_player_generic" in the Character Tool (.cdf)

Prerequisites:
- CryEngine EaaS or CryEngine V + CRYENGINE GameSDK Sample Project
- for this tutorial, i used and modified a free model created by "Umar Muzammil"
downloaded from there: http://www.mediafire.com/download/1a4da1ovpvpacnf/Masher.7z

I just turned the character 180° on Z, because in cryengine skeleton is on Y+
Here the Modified file for this Tutorial:

DOWNLOAD TUTORIAL FILES:
CE_DrivingSkeleton.rar
(1.52 MiB) Downloaded 2401 times


Place the downloaded character "Masher.max" or your custom character max file, in your character forder.
if you use my file, you can jump to step B.
for your custom character, go to step A

A - prepare your custom character.

1 - Be sure your character is on Y+ axis

2 - Because we will use the cryengine skeleton in the charater tool, we dont want to have the same Bones names, so we have to rename all the bones of your custom character.
select bone one by one and rename it with unique name
for example: rename "BIP01_pelvis" to "puppet_BIP01_pelvis", etc...
Untitled-9.jpg

B - export the .skin of your character in your character folder.
1 - select the mesh "s_danteDark_ingame"
2 - clic on "Add selected" button in the CryEngine Exporter's Geometry Export.
3 - select "Character Skin (.skin)" format
4 - clic "Export Nodes" ( some error will pop, but we dont care for this simple example )
Untitled-2.jpg
5 - the skin file "Masher.skin" should be exported in your character folder.
Untitled-3.jpg
Nota:All the bones informations are in the .skin file, so we dont need to export a skeleton (.skel)

C - Create the .cdf in Cryengine Sandbox/Editor

1 - Open the "Character Tool" and "create new character" in the same folder on your .skin
Untitled-4.jpg
2 - Select "skeleton_player_generic.chr" in the skeleton character properties
Untitled-7.jpg
3 - for help we will display the joints and joints names:
Untitled-8.jpg
now we see the crynegine skeleton.

4 - Add a new Skin Attachement for your custom skin:
Untitled-11.jpg
and now, we see 1 mesh and 2 skeletons ( the cryengine skeleton and the attached skeleton from skin )

5 - now we will play an animation for helping us to see the diferents skeletons
select the animation "relaxed_tac_walk_rifle_3p_01"
and now we see the cryengine skeleton playing the animation, and our custom skeleton and mesh dont moving.
Untitled-13.jpg

6 - Save your work

( ... )
Last edited by manuk on 28.03.2016, 02:47, edited 9 times in total.
User avatar manuk
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Re: [TUTO] Custom Character on Cry skeleton in Character Too

Postby manuk » 27.03.2016, 20:32

D - Now its time to drive our custom skeleton with the cryengine skeleton

1 - Select our cdf

2 - Add a Modifier "Constraint Point"
SetUp like this for attaching the pelvis of your custom skeleton to the pelvis of the cry's skeleton.
Untitled-15.jpg

3 - Add 2 Modifiers "Ik2Segments" for targeting the spine and head
SetUp like this for drive the spine and the head of the custom skeleton
Untitled-16.jpg
now the custom skeleton spine and and should follow the cry's skeleton mouvement.

4 - Add 2 Modifiers "Ik2Segments" for targeting the legs
SetUp like this for driving the legs of the custom skeleton
Untitled-18.jpg
now the custom skeleton legs should follow the cry's skeleton mouvement.

5 - Add 2 Modifiers "Ik2Segments" for targeting the arms
SetUp like this for driving the arms of the custom skeleton
Untitled-19.jpg
now the custom skeleton arms should follow the cry's skeleton mouvement.

6 - Save your work

E - Test it

1 - drop a human entity in a level

2 - select your cdf in entity properties
Untitled-20.jpg

3 - Switch to game (crtl+g )

You custom character should follow all the cryengine animations

ENJOY :p


NOTA:
This tutorial just show the basic idea of the system, the animations can looking weird and "artificial" and HitDeaths reactions can be broken, all depends of your skeleton and number of Modifiers in cdf.
It's up to you to add modifiers for improve it.. :p

this method will never be better than a real skinning process in Max !
Last edited by manuk on 27.03.2016, 23:44, edited 1 time in total.
No PMs for help plz, use the forums.
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User avatar birdeez
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby birdeez » 27.03.2016, 21:53

Nice tut Manuk although you don't need to rename each bone individually, just use the rename objects tool in max, a quick example https://www.youtube.com/watch?v=A0l2P995rEU
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby manuk » 27.03.2016, 23:42

birdeez wrote:Nice tut Manuk although you don't need to rename each bone individually, just use the rename objects tool in max, a quick example https://www.youtube.com/watch?v=A0l2P995rEU

ty, good to know :p
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User avatar AdroV19
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby AdroV19 » 04.11.2016, 15:04

How to turn the character 180° on Z with bones?
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby jeromeleegriffin » 03.02.2017, 08:13

Thanks for posting this. I have been looking desperately for a good tut on custom characters. It is almost impossible to find anything that is not outdated. I am in no way looking for someone to do my characters for me. I need an extensive how to for noobs to create , rig and import my own characters. If anyone can give me a youtube link or something I would be so thankful. The frustration has almost killed my dreams here. I am used to figuring thing out but this is something one can not just " figure out ". I stumbled upon Mixamo and using Fuse and Mixamo I made some crazy nice characters and animations in no time but of course they would not import and no one has the pipeline. The tech is out there that is skinning and rigging things so fast and now we have FBX import. I would think we are very close to having a way to build characters fast and it will create a boom in indie game developers. Any help on this will be so appreciated. Thanks so much.
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby jeromeleegriffin » 05.02.2017, 08:15

Can I simply turn my full character skeleton and body 180 or will I have to take off modifiers and transform everything? And how do we get the character's materials attached so it looks right instead of the red replace me?
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby HyperCardioid » 05.02.2017, 10:50

In Blender the rig must face the Y positive axis and you can't turn the skeleton and the body in Engine, you need to transform everything in your 3d tool if this is what you wanted to know.

You're right the situation is confuse to create a character. This is weird because we are many here having our custom skel+skin+anim almost ready to work. but for some reasons we are stuck and not able to use/operate them. I don't really know why but Coders should have strong communication with anim artists to bring things on stage...
Here is my few bunch of questions:
How to setup IK bones for having features like foot ground alignment
How is working the weapon alignment and the aim pose (is it even still available ?)
How to setup procedural recoil on weapons
How is working and how to create live/ragdoll skeleton and proxies ?

Some part of the documentation can help for few things but most part is outdated, specific to a 3d tool, or deprecated (except audio part) but at the end you will still have questions because things are not clear
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby jeromeleegriffin » 05.02.2017, 12:06

Exactly. There are no full beginner documentation that is up to date and if you ask questions people seem to get upset. How do we suppose to learn to use the engine like this? I have been going on weeks now trying to get my game characters in the game. You see things like Mixamo and Fuse that lets you make a character with animations in no time and download them in FBX. It seems that someone could make a tut on what we need to do to these Maximo FBX models to get them to import via the FBX importer. Loads of indie developers would flock to CE5 if we could do this. I almost switched to unity because Mixamo has download options for them where you simply drag and drop the character and animations into your game ... Boom ! Done. I am not really lazy but my team is only 2 very motivated people ready to move forward. I would even be pleased to find full tuts for beginners so I can learn but if Unity has this Mixamo straight to engine pipeline we are going to get left in the dust.
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby GShot » 05.02.2017, 13:45

Does this help?

The first result is the most up to date one but there doesn't seem to be a part 2.

Also, have you tried the new Asset Browser? Makes importing a lot easier. Press F2 in editor to bring it up and then go File->Import and load your FBX file.
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby waveroaming » 09.02.2017, 02:15

When will it be tutorials to make characters with different skeletons and their own animations ?
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby GShot » 09.02.2017, 05:46

With the new Asset Browser and FBX Importer the process of making custom characters with animations in Cryengine is pretty straightforward. The whole process takes about 5 - 10 minutes as long as you already have your character rigged and animated. I will do a video tutorial on this soon. I will cover the Mixamo to Cryengine workflow.
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby jeromeleegriffin » 20.02.2017, 22:18

GShot wrote:With the new Asset Browser and FBX Importer the process of making custom characters with animations in Cryengine is pretty straightforward. The whole process takes about 5 - 10 minutes as long as you already have your character rigged and animated. I will do a video tutorial on this soon. I will cover the Mixamo to Cryengine workflow.


I am now able to get my stuff from mixamo into the engine. Now the daunting task of getting my zombies to move around and chase me and hurt me in the game.
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby jeromeleegriffin » 02.03.2017, 19:56

Why are the files no longer available ?
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Re: [TUTO] Character driven by Cry's skeleton in Character T

Postby manuk » 03.03.2017, 14:27

jeromeleegriffin wrote:Why are the files no longer available ?


saddly, it seems crytek deleted all files when they moved this forum for the new cryengine forum... :sad:

and i dont have a backup or time to redo this tutorial... sorry
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