Character Pipeline: Reorienting Animations (3DS Max)
Character Pipeline: Reorienting Animations (3DS Max)

Character Pipeline: Reorienting Animations (3DS Max)

Learn how to use 3DS Max to reorient animations from Mixamo for use in CRYENGINE in the first part of our new Character Pipeline tutorial series.

In our new Master Class series, Roman Perezogin, one of our Junior Technical Designers, takes you step-by-step through a Character Animation pipeline using 3DS Max. In the tutorial, you’ll be shown how to use a large library of animations and make them CRYENGINE-ready and usable on a playable character by reorienting them. The practical workflow is straightforward, and the video also reveals all the theory behind the process. You can follow along with this tutorial by accessing our written documentation.

The tutorial uses Mixamo, which provides an extensive library of motion-captured animations and an automatic rigging service. The rigging service applies machine learning to understand where the limbs of a 3D model are, and inserts a skeleton into the model as well as calculating skinning weights for you. Mixamo is available free for everyone with an Adobe account and does not require a subscription. You can use the animations in your project commercially.

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.

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.

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