Notice that now (underneath the Transform parent), both Position and Rotation have TCB next to their names. Repeat steps 1 - 4 for the Rotation and to convert to TCB.Select the TCB Position option from the list of available controllers. This will open the Assign Position Controller dialog box.Under the Assign Controller menu (you may have to open it first if it's collapsed) select Position: TCB Position and then click on the Assign Controller button (highlighted).NOTE: This is a very important step because if it is not done, then no animations will play on the object. The first thing you must do is to make the object work and behave as an animated object (*.cga).įrom within 3ds Max convert the controllers from the default Euler to the TCB controller. You can then delete this *.cgf - remember that it is used to test if the scene and the Exporter are working correctly. By dragging the object into the scene, you can check if it's working. NOTE: Hit the refresh button if it isn't there. In the Editor add your exported object (*.cgf) as a brush to an empty level ( Create Object -> Brush -> your directory). This is done to make sure that your Exporter is configured correctly. Pic2: 3ds Max hierarchy and material setupĮxport out your object as a standard *.cgf. Configure the object properly with a material, a proxy as well as the visible render mesh. To avoid using underscores for a consistent look to your *.cga and *.anm (*.cga animation file type) naming convention.įor this tutorial we will use a simple ball as the content.See above for example filenames under the 'Rules for CGA's and Exporting Animations' section at the top of this page. After that, then everything else is considered as the animation name. Very important! You can use underscores in the folder structure and in the filename of the animation, however the Exporter works in such a way that it looks for the first "_" in the animation filename. Set up your 3ds Max scene and save it to an appropriate directory, for example: YOUR_PROJECT_FOLDER\Assets\Objects\tutorial_cga. 3ds Max Unit Scale to Match up With CRYENGINE Unit System.what's seen in the Character Tool Prerequisites for this Tutorialīefore you continue with this tutorial, make sure to have read and understood the following: Pic1: Note the filename difference between the actual filename in the *.pak file vs. Inside the Character Tool, when previewing the *.cga's animation(s) only the animation name is shown and not the entire filename.The first underscore within the filename denotes the start of the animation name in the engine.They must be prefixed with the *.cga's name Correct: hmmwv_door_left_front_enter.anm Incorrect: door_left_front_enter.anm.These have to follow a strict naming convention: Multiple animations for the same object must be saved and exported out as *.anm files.The Default animation will be the entire timeline.If the object only requires 1 animation this will be stored within the *.cga file as the Default animation.*.cga animations (*.anm) do not support compression!.NOTE: You still need to convert the resulting bake to TCB_Position and TCB_Rotation controller as the very last step. "Position_List" or "Rotation_List", then you must collapse them by baking the result of the List controllers. If you have any List controllers, for e.g.Transform controllers must be converted to tension-continuity-bias (TCB) for both position and rotation tracks.
#3ds max studio editing object zip file#
Please extract this zip file to YOUR_PROJECT_FOLDER\Assets.