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Tomi edited this page Aug 3, 2016 · 5 revisions

Introduction

In this tutorial we will prepare a human biped skeleton with physics proxies and also touch a little bit the joint constraints. Same process applies to any rig you want to make in Blender and export to Cryengine. We will concentrate on getting the basic implementation of the skeleton to the engine that is ready to be animated.

Prerequisites:

  • This tutorial is made with Blender 2.77
  • Rigify blender addon
  • Cryblend 5.2
  • Cryengine 5

Check the video tutorial by clicking the image below.

Tutorial

  • CryBlend:
  • Home
  • What is CryBlend?
  • Meet the Team
  • Compatibility
  • Resources:
  • [Offline Tutorials](Offline Tutorials)
  • [Example Files](Example Files)
  • Programs
  • [Errors and Warnings](Errors and Warnings)
  • Texture conversion to DDS
  • Getting Started:
  • [Finding the Resource Compiler](Finding the Resource Compiler)
  • [Setting Up the Asset Pipeline](Setting Up the Asset Pipeline)
  • [A Guide to Clean Geometry](A Guide to Clean Geometry)
  • Static Geometries:
  • [Static Object](Exporting a Static Object)
  • [LOD's Object](Exporting an Object with LOD's)
  • [Breakable Object](Exporting a Breakable Object)
  • [Deformable Object](Exporting a Deformable Object)
  • [Touch-Bendable Object](Exporting a Touch-Bendable Object)
  • Animated Geometries:
  • [Rigid Body Animation](Exporting a Hard Body Animated Geometry)
  • [Simple Character](Exporting a Simple Character)
  • [Complicating a Simple Character](Complicating a Simple Character)
  • Human Biped
  • FPS
  • Developer Resources:
  • References
  • [Blender Icons](Blender Icons)
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