Character Animation Pipeline: Reorienting animations in Blender
Character Animation Pipeline: Reorienting animations in Blender

Character Animation Pipeline: Reorienting animations in Blender

Reorient animations with Blender in the third part of our Character Animation Pipeline tutorial series.

Learn how to reorient animations with Blender step-by-step in the latest installment of our Character Animation Pipeline Master Class, hosted by our very own Roman Perezogin, one of our Junior Technical Designers. The tutorial introduces Blender and shows you the import process for animations, and then focuses on adding a new bone to a character. You’ll then learn how to bake animation onto a reoriented root bone, and shown how to delete forward movement from the animation, or track, as it is called in Blender. The video then reveals how to export multiple animations in one FBX file, which CRYENGINE imports separately. Finally, Roman shows the animation setup within CRYENGINE.

You can follow along with this tutorial by accessing our written documentation.

The tutorial builds on concepts shown in part one of this series, which uses a 3DS Max pipeline, and part two that covers a Maya pipeline.

To get the most out of this tutorial series, 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.

If you’re looking for more tutorials, 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.

Are you looking for your next career move? At Crytek, we value diversity, and we actively encourage people from all kinds of backgrounds and experience levels to apply to our open positions, so join us over at LinkedIn and check out our careers page.

May 13, 2020 11:28

Notice the trend Crytek? People are off-topic for a reason. You really need to play fair when it comes to new engine releases or learn to read a calendar. Your release of 5.7 is status green on the roadmap and scheduled for Spring 2020 release. That time has passed unless you just mean "sometime in Spring 2020". I'm glad you develop games but you are stiffing the other side of your business! I want professional tools not Crysis reboots.
It is obvious that the Indie Dev Community is perceived by you as competition. We are and we don't have to use the CryEngine to achieve anything that might actually make you profitable.

May 13, 2020 12:04

Sorry, dude, but I don't need only professional tools, but Crysis reboots too. And Crytek, as you know, always grant my wishes. The whole reason is me. Or people like me

June 04, 2020 07:14

You are lost if you believe that BS

June 04, 2020 07:21

It's also obvious you don't need professional tools as you seem to be more concerned with your weak gaming experience than the professional game development business. Might I suggest Steam as a place to spout nonsense? There are other development teams that have been working on projects that have been waiting on this release. IF you had any real understanding of this market you would understand that it isn't a game for many of us.

May 08, 2020 21:40

hello crytek how is a cordial greeting from me I wanted to say that the engine does not work for me since it does not open, open a solution for that?

May 07, 2020 18:18

Please, don't forget to add support of all features for FBX Importer. Especially vegetation touch bending and breakable trees for the beginning. Thanks for supporting blender!