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Re: Rotation Problem with Re-Using CE animation database

Ok I figured it out. this is coming from the animation "stand_tac_lookposes_fullbody_3p_01 " which is played by default on the human IA. Some anims will play well on that skeleton, some other not. Did someone know a way to " retarget" ( I think i've read somewhere there is no real retargetting syste...

Re: Rotation Problem with Re-Using CE animation database

In fact it's not totally a custom skeleton. It's exactly the same as devs from crytek provide back in time. I've just posed this biped rig slightly differently, in figure mode ( I say it a lot of time cause this is important), to match my silhouette. It's exported as an other skeleton, yes, but the ...

Re: Rotation Problem with Re-Using CE animation database

In this course the teacher successfully link the custom skeleton, which had the same normenclature as the SDK rig. I give a try to the sample rig contained in the exercise files provided by Crytek. Yeah anim the rig to do the posing seem a way to go. But what about if the character had a slightly di...

Re: Rotation Problem with Re-Using CE animation database

Hey ! I was on your youtube page, and saw that you solved the posing issue by copying original bones transform to custom rig after skinning, that's a good idea, but how painful.. did you try with set key ? About using custom skeleton, i'm using bip_01, so the nomenclature of bones is the good one. I...

Re: Rotation Problem with Re-Using CE animation database

I've used Bip_01 rig, skinned the topology using cryskin, exported skeleton_character as .chr and geo as .skin, assembling a new .cdf file with thoses assets, and loaded player.chrparameters into my skeleton. As you see it play nicely in character tool, but it's like a bone is misoriented in the eng...

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