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BCRY Exporter - Blender to CryEngine Content Pipeline

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User avatar feedbackex
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BCRY Exporter - Blender to CryEngine Content Pipeline

Postby feedbackex » 28.11.2016, 11:34

Hi guys,
I few month ago I decided to go on developing Cryblend on a derivative project due to speed up process and a couple of issues.
Finally, I completed BCRY Exporter a month ago.

BCRY Exporter is equal of CryBlend 6.0 which I would release at Q4 2016, if I had continued developing of Cryblend.

I aimed to construct complete pipeline between Blender and CryEngine, with new utilities to improve robustness, comfortability, and fully documented.
And now, it's almost done with BCRY 5 Exporter.

Image


Website | Youtube | Facebook | Github | Download

New Highlighted Features


Bone Orientation Exporting
You can export X-Axis bone orientations with BCRY Exporting.

Area Weighted Surface Normals
Now surface normals calculated based on polygon areas.

Physicalize Character
You can physicalize skeleton with just one tool.

Player SDK
Now, you can use CryEngine SDK Animations with your custom skins.

Generate Materials
You may export your materials with textures and colors at anytime.

Level of Details
Generate LODs tool creates LODs instead of you.

Custom Normals
BCRY supports custom normals to save normal map slot.

VCloth V2
With VCloth V2, you can add to your character simulating clothes.

Fully Documented Website
New fully documented website to demostrate installing and exporting process.

New Videos
New tutorial videos for Blender to CryEngine exporting.




Full Feature List

Compatibility
    - Only compatible with CryEngine 3.5 and up.
    - Only compatible with Blender 2.7 and up.
    - Supports primary assets: CGF, CGA, CHR, SKIN, ANM, I_CAF.
    - Compatible with LumberYard.

UI Changes
    - New Generate LODs menuitem.
    - New Physicalize Skeleton menuitem.
    - New Clear Skeleton Physics menuitem.
    - New Add Locator Locomotion menuitem.
    - New Add Primitive Mesh menuitem.
    - Removed Remove Old Fakebones menuitem.
    - New Generate Materials menuitem.
    - Export to Game icon is changed.
    - Export to Game changed to Export to CryEngine.
    - Timeline Editor choose for Add Animation Node window.
    - Edit Inverse Kinematics menuitem name changed to Set Bone Physic and IKs.
    - Removed Add Bone Geometry, Remove Bone Geometry, Rename Phys Bones menuitems.

New Features
    - New Smoothing System.
    - VCloth 2 exporting.
    - Custom Normals.
    - Bone Axis Orientations.
    - X-Axis Skeleton exporting.
    - X-Axis Animated Skeleton exporting.
    - Player SDK.
    - New Physicalize Skeleton tool.
    - New Clear Skeleton Physics tool.
    - New Generate LODs tool.
    - New Generate Materials tool.
    - Color exporting for materials.
    - New Add Locator Locomotion tool.
    - New Add Primitive Mesh tool.

Improvements/Fixes
    - Geometry writing is completely adapted to BMeshes.
    - Input prediction for Add Export Node tool.
    - Vertex Colors exporting is fixed.
    - Calculate normals using with BMesh tessfaces.
    - Now smooth normals are calculated according to face areas.
    - Tool Shelf panel supporting for Apply Transformations tool.
    - SelectGameDirectory wrong folder name fixed.
    - Default Physic is changed to None.
    - Armature writing enhancements.
    - Now animation nodes can be stored with skin and chr nodes.
    - Geometry name is rearrenged for Library Controllers.
    - Apply Modifiers are fixed.
    - Apply Modifiers, Export Selected Nodes supporting.
    - Custom Icons interface.
    - Multiple Cycles Texture support.
    - Descriptions for Set Material Physics tool.
    - Logs have been improved.
    - Bone axis, length and Tool Shelf panel supporting for Add Root Bone tool.

Backward Compatibility

BCRY Exporter support backward compatibility with Cryblend. So you can use it with previous blender projects (blend files).

Note: Cryblend didn't support bone-orientations. So you must be consistent with character and animations pair.
If you had export your skeleton with Cryblend, and now you want to export your animation with BCRY Exporter, before that, please reexport skeleton using BCRY Exporter.

Note2: BCRY Exporter use a different name convention for LODs. If you blender file contain LOD that had been set for CryBlend, you must read that document.

Important CryBlend Note
If you already use CryBlend, you have to deactivate it to use BCRY Exporter, otherwise your BCRY Menu may not works correctly.
Also some functions behavior is going to mix between CryBlend and BCRY Exporter.

Gratitudes

I cannot pass without to say, many thanks to all Cryblend contributors.
Specially, I owe a debt of gratitude the founder of Cryblend; Angelo J. Miner.

Also, I want to say many thanks the Cryblend users which encountered me to keep going developing.

Lastly, I wish your make good games with using CryEngine.
Last edited by feedbackex on 11.12.2016, 17:18, edited 2 times in total.
User avatar ochounos
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby ochounos » 28.11.2016, 11:39

Awesome work Ozkan. Thank you so much for all your effort and dedication to the community.
All the best in this project.
Chess game made on CRYENGINE http://ochounos.com/chess
User avatar HyperCardioid
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby HyperCardioid » 03.12.2016, 16:27

Thanks a lot for this awesome stuff! I just made the switch from Cryblend

I have a question/suggestion:

Can you please fix this document area ?
http://bcry.afcstudio.org/documents/physical-proxy/

I'm carefully following the character tuts but I'm unable to get the skeleton physics in character tool:
Image
I tried many many things but I never obtained what you show in the videos
Here is the blend file: https://dl.dropboxusercontent.com/u/101 ... eton.blend
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby ArcticLion » 03.12.2016, 17:27

Wow, great work!
need to be testing VCloth2.0 stuff )

I agree with prev writer, the documentation in parts of phys_proxies for skeleton are lacking a little.

But I have a question also about Blend Shapes exporting. Is this plugin allow to export BlendShapes into CryEngine ? For facial animations.
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby feedbackex » 04.12.2016, 20:28

HyperCardioid wrote:Thanks a lot for this awesome stuff! I just made the switch from Cryblend

I have a question/suggestion:

Can you please fix this document area ?
http://bcry.afcstudio.org/documents/physical-proxy/

I'm carefully following the character tuts but I'm unable to get the skeleton physics in character tool:
Image
I tried many many things but I never obtained what you show in the videos
Here is the blend file: https://dl.dropboxusercontent.com/u/101 ... eton.blend


You're welcome HyperCardioid.

Thank you for attention, I will fill physical-proxy document as soon.

I have checked your blend file, the problem is that; you have to use physic for pelvis bone.
Please select your skeleton and run Clear Skeleton Physics tool. Then go to pose mode and reselect your bones with pelvis, then again run Physicalize Skeleton tool.
Last edited by feedbackex on 07.12.2016, 23:11, edited 1 time in total.
User avatar feedbackex
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby feedbackex » 04.12.2016, 20:36

ArcticLion wrote:Wow, great work!
need to be testing VCloth2.0 stuff )

I agree with prev writer, the documentation in parts of phys_proxies for skeleton are lacking a little.

But I have a question also about Blend Shapes exporting. Is this plugin allow to export BlendShapes into CryEngine ? For facial animations.


Hi ArcticLion, you're welcome.

I will deal about pysic-document.

Blend shapes doesn't supported yet. I will investigate about it, for the next releases.
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby HyperCardioid » 06.12.2016, 19:43

Thanks for the help feedbackex It works good and the setup becomes very easy with this wonderful tool! Now I can see all my proxies :))

ps: It could be interesting to update the document with this little thing ;)
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby HyperCardioid » 07.12.2016, 10:12

One more thing in the last video animation you said; "You have 2 chrparams files for your skeleton"

Maybe I missed something but I found nowhere on the documents and videos at which moment do you created those files ? Do I need to create them manually or there is a place somewhere in the editor to do so ?

Edit :
I created them manually and I successfully exported the skeleton - skin - and one animation. Anyway there is still small problems with the animsettings file. There was an error with the animation (can't remember exactly "It could not find the animation or something like that"). so after looked at folders. the engine created a new folder called "animations" inside objects folder ("Objects/animations") to save the animsettings file. So I copied the animation i_caf and the chrparams so they share this same new folder with the animsettings and now it works.
Image
User avatar feedbackex
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby feedbackex » 07.12.2016, 23:11

HyperCardioid wrote:Thanks for the help feedbackex It works good and the setup becomes very easy with this wonderful tool! Now I can see all my proxies :))

ps: It could be interesting to update the document with this little thing ;)


Thank you for suggestion HyperCardioid, I have added a note to document for that.
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby feedbackex » 07.12.2016, 23:21

HyperCardioid wrote:One more thing in the last video animation you said; "You have 2 chrparams files for your skeleton"

Maybe I missed something but I found nowhere on the documents and videos at which moment do you created those files ? Do I need to create them manually or there is a place somewhere in the editor to do so ?

Edit :
I created them manually and I successfully exported the skeleton - skin - and one animation. Anyway there is still small problems with the animsettings file. There was an error with the animation (can't remember exactly "It could not find the animation or something like that"). so after looked at folders. the engine created a new folder called "animations" inside objects folder ("Objects/animations") to save the animsettings file. So I copied the animation i_caf and the chrparams so they share this same new folder with the animsettings and now it works.
Image


Yeah HyperCardioid, You must create them manually, and I suggest to use two chrparams file.

Looks like your include path is missing for your first chrparams, which same folder with chr file.
There must be like that:
Code: Select all
<Params>
    <AnimationList>
        <Animation name="$Include" path="animations\human\Marker_Man\Marker_Man.chrparams"/>
    </AnimationList>
</Params>


Could you share your chrparams code?
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby HyperCardioid » 08.12.2016, 09:52

Here is the charparams that stand in the Objects folder:
Image
Code: Select all
<Params>
<AnimationList>
  <Animation name="$Include" path="Animations/Character_1/skeleton_1.chrparams"/>
</AnimationList>
</Params>


Here is the one in Animations folder:
Image
Code: Select all
<Params>
   <AnimationList>
      <Animation name="$filepath" path="Animations/Character_1"/>
      
      <Animation name="stand_rifle_idle" path="stand_rifle_idle.caf"/>
      
   </AnimationList>
</Params>


And here the folder created by the engine where I copied the chrparams and the i_caf:
Image
Code: Select all
<Params>
<AnimationList>
  <Animation name="#filepath" path=""/>
  <Animation name="stand_rifle_idle" path="stand_rifle_idle.caf"/>
</AnimationList>
</Params>


I will restart the procedure from scratch to see how the things are going
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby feedbackex » 08.12.2016, 14:35

HyperCardioid wrote:
Here is the one in Animations folder:
Image
Code: Select all
<Params>
   <AnimationList>
      <Animation name="$filepath" path="Animations/Character_1"/>
      
      <Animation name="stand_rifle_idle" path="stand_rifle_idle.caf"/>
      
   </AnimationList>
</Params>



In that case you have to use sharp (#) instead of dollar sign ($) for animation filepath name.
Correct:
Code: Select all
<Animation name="#filepath" path="Animations/Character_1"/>
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby HyperCardioid » 15.12.2016, 10:41

Hi Feedbackex,

I encounter a problem while exporting a basic static mesh. for some reasons I have this error:
Image

I can't figure out how this happened ? I tried with the Cryblend exporter and it works fine with it

Here is the blend file:
https://dl.dropboxusercontent.com/u/101 ... tled.blend

Edit: Looks like there is a problem when adding the proxy from the Bcry menu (UDP proxy). If I create manually a mesh and do the material naming convention, I can export with no error
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby ochounos » 15.12.2016, 11:46

Thank you for your report and help solving it. For others, I did a pull request with a patch to solve this problem and I hope it is soon integrated into main branch.

Edit: The patch has been already merged into master branch.
Chess game made on CRYENGINE http://ochounos.com/chess
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Re: BCRY Exporter - Blender to CryEngine Content Pipeline

Postby HyperCardioid » 19.12.2016, 00:34

@ochounos: I'm glad I could help :)

I started from scratch the character + animation workflow with the 5.3 update

This time I can't see my animation in the character tool. Looks like all assets (skeleton+skin+animation) are correctly exported from Blender but when time comes to click the animation in the character tool there is no animation.

Objects folder:
Image
and the relative .chrparams:
Code: Select all
<Params>
<AnimationList>
  <Animation name="$Include" path="Animations/Character_1/Character_1.chrparams"/>
</AnimationList>
</Params>


And here the Animations folder:
Image
and the relative chrparams:
Code: Select all
<Params>
<AnimationList>
  <Animation name="#filepath" path="Animations/Character_1"/>
  <Animation name="Character_1_Rifle_Idle" path="Character_1_Rifle_Idle.caf"/>
</AnimationList>
</Params>