CRYENGINE Tutorial – Character Pipeline: Reorienting Animations (Maya, 3DS Max, Blender)

Learn a simple FBX workflow for exporting assets to CRYENGINE from Maya, 3DS Max, and Blender in the latest installment in our Character Pipeline tutorial series, hosted by Roman Perezogin, one of our Junior Technical Designers.

0:00 Intro
0:30 Export Process in Maya
01:26 Export Process in 3DS Max
02:04 Export Process in Blender
03:45 Import Process in CRYENGINE
04:30 Outro

The tutorial shows you a simple workflow to export geometry and animation assets from each application, and then drag and drop them into the CRYENGINE editor.
You are then shown the import process for CRYENGINE.
This bite-size tutorial is a handy reference video which forms part of our larger Character Animation Pipeline series.
The first section in this series shows you how to reorient animations in your chosen application to make them ready for CRYENGINE, as well as revealing the theory behind the process.
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
To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.

#FBX #Animations #AchievedWithCRYENGINE

If you are completely new to CRYENGINE, we recommend that you download our beginner’s course:
Or, you can watch the tutorial on our YouTube channel:

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Music: ES_Ticking Clock / Gregory David / courtesy of

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