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Re: Rotation Problem with Re-Using CE animation database

Posted: Sun Dec 09, 2018 7:07 pm
by vishdrck
Yes I think also.I would like to know how to use custom skeleton for gamesdk animations as you want.I'm waiting for monday.Because crytek will come to here. :)

Re: Rotation Problem with Re-Using CE animation database

Posted: Sun Dec 09, 2018 7:16 pm
by R.Tomasi
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 only difference is the bones transform, normally handled by this figure feature if I don't misunderstood.

If you have time to read, the techart named CryDanny, which provide us Cemaxutils, was trying to help someone which was in close situation
https://www.cryengine.com/community_arc ... 7&start=15

Re: Rotation Problem with Re-Using CE animation database

Posted: Mon Dec 10, 2018 12:49 pm
by R.Tomasi
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 system currently in the engine) those anims better ?