Art Asset Pipeline: Collision Proxies Part 2
Art Asset Pipeline: Collision Proxies Part 2

Art Asset Pipeline: Collision Proxies Part 2

Check out part two of a new art asset pipeline tutorial series hosted by Technical Support Specialist Alin Alexa covering physical collision proxies.

In the second part of our latest Master Class tutorial series, Alin Alexa, one of our Technical Support Specialists, takes you step-by-step through a proven-in-production art asset pipeline using Autodesk Maya. This video demonstrates how to set up the CryMaya tools and how to create physical collision proxies in Autodesk Maya using a CryTools pipeline, in addition to an FBX pipeline. The tutorial also includes a basic explanation of Maya’s material and shader functionality, with regards to Maya’s Hypershade function, in comparison to CRYENGINE’s material system.

A collision proxy is a geometric model that is used for calculations in the physics module of CRYENGINE. This includes physical collisions, friction, and physical raycasts to name just a few. They also provide the opportunity to simplify the physical model compared to the rendered mesh to optimize for performance. By the end of the tutorial, you will be able to Use Autodesk Maya to create physical collision proxies, which you can import into CRYENGINE using your favored workflow.

Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation. If you want to learn how to create physical collision proxies using a 3DS Max workflow, check out the first tutorial in this series.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE. If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Stay tuned to our usual channels for more tutorials, and don’t forget to subscribe to our YouTube channel. If you have suggestions for tutorials, let us know on the forum, or via Facebook and Twitter. You can ask questions, pick up tips and tricks, and more by joining our community and the CRYENGINE development team over on our official CRYENGINE Discord channel. If you find a bug in the engine, please report it directly on GitHub, which helps us to process the issue quickly and efficiently.

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