Character Animation Pipeline Tutorial: Blendspaces
Character Animation Pipeline Tutorial: Blendspaces

Character Animation Pipeline Tutorial: Blendspaces

The latest video in our Character Animation Pipeline tutorial series explains what blendspaces are and how to create them.

Check out the next chapter in our Character Animation Pipeline tutorial series hosted by Roman Perezogin, one of our Junior Technical Designers.  The latest video covers blendspaces, including how to create one, set dimensions, and add annotations. Roman covers the blendspace view in the engine and explains the logic behind it. The video gives you a practical walkthrough of every step you require to understand how to create and use blendspaces in your animation pipeline, including basic and more advanced animation events. By the end of the tutorial, you’ll have a full blendspace for a character in your game, which you can experiment with. You can follow along with the written version of the tutorial.

If you are new to the series, you can get up to speed with the following links:

Part 1: Use 3DS Max to reorient animations for use in CRYENGINE

Part 2: Use Maya to reorient animations for use in CRYENGINE

Part 3: Use Blender to reorient animations for use in CRYENGINE

Part 4: Export and Import geometry and animation assets with 3DS Max, Maya, and Blender

Part 5: Making a playable character

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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