Character Animation Pipeline: Reorienting animations in Blender

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Reorient animations with Blender in the third part of our Character Animation Pipeline tutorial series.

Learn how to reorient animations with Blender step-by-step in the latest installment of our Character Animation Pipeline Master Class, hosted by our very own Roman Perezogin, one of our Junior Technical Designers. The tutorial introduces Blender and shows you the import process for animations, and then focuses on adding a new bone to a character. You’ll then learn how to bake animation onto a reoriented root bone, and shown how to delete forward movement from the animation, or track, as it is called in Blender. The video then reveals how to export multiple animations in one FBX file, which CRYENGINE imports separately. Finally, Roman shows the animation setup within CRYENGINE.
You can follow along with this tutorial by accessing our written documentation.



The tutorial builds on concepts shown in part one of this series, which uses a 3DS Max pipeline, and part two that covers a Maya pipeline.

To get the most out of this tutorial series, 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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