Re: Replacing the player model with a custom character

#2
hi guys.... some pipeline about this using cryengine 5 and 3ds max?

http://seithcg.com/wordpress/?page_id=1338

https://www.youtube.com/watch?v=vfsHSqZemiY
Hey you can change the default player model via script.pak--->Scripts\Entities\actor\player.lua and edit it and change the file path of custom character

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Cheers!
Vishwajith Weerasinghe

Re: Replacing the player model with a custom character

#4
this is not the default player model ....
this is about new skeleton ,nem moves , new animations etc ....
but ok man.... im trying ...
Do you want to make new animations with new models as default player?
Edit:
If yes then you should leave the sdk and should start new game.dll code with own scripts for binding own skeleton and own animations for player model.In my case it is little bit difficult but you can use the GAMESDK codes via github repo for further details.
Vishwajith Weerasinghe

Re: Replacing the player model with a custom character

#6
a simple skeleton non human and a simple walkcicle in game....
its so hard add a custom SKELETON from 3ds max ...
in all tutorias they used the generic skeleton '-' with that animations....
im trying to do a simple kirby to walk in game ... just this ..no sdk player generic, no generic_skeleton etc ...but using the sdk game ....
You can use custom characters with custom skeletons but they only works as animated objects.I mean you can use mixamo characters with skeleton and their animations on the cryengine.You should export that character+animation as a fbx file and use asset browser window of sandbox and drag and drop into it.The asset browser will produce all possibilities from that fbx file (.skin files, .chr file->skeleton file, .caf files->animation files etc) and then you can use mannequin object in legacy entity category and use flow graph for animate.
cheers!
Vishwajith Weerasinghe

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