Let's create some of our own .anm
files that will animate a series of nodes we will create in 3ds max:
.anm
file for a .cga
geometry, we must convert all the objects that will be animated to the Tension Continuity and Bias controller or TCB..cga
file.mycustom_bouncing_spheres.max
under the game/objects/bouncingspheres
folder.This will export the objects to the same folder in which the source file is located.
The file will assume the source file's name unless you check Custom Filename. This will allow you to type in a unique name.
Next, for good workflow, we should examine our newly created .cga
in the character editor.
.cga
file..cga
file is exported..cga
file.true
; set a filename that uses the name of the .cga
object you are adding it to as a prefix in the name.test.cga
file contains the object you are animating, plus the default animation. In our case, you need to name the .anm
file test_[n].anm
, where n is the name of the additional animation..anm
file must be saved to the same folder as the .cga
, otherwise you will not be able to preview it in the character editor..anm
files are the simplest animation that you can export to the CryENGINE. They do not require as much processing power as a skinned mesh and can be animated fairly easily. These types of animations can be used on a variety of environmental objects, which require some moving parts. The .anm
file format is also the principal animation format for any vehicle animation.
To pre-bake physical destruction, you can use .cga
objects with baked .anm
animations.
This can be very useful for the complex destruction of large objects.
The same rules apply when creating pre-baked physics for .cga
objects, because all the position and rotation controllers of the objects in CGA need to be set to TCB.
When exporting pre-baked physics animations, select merge all nodes in the export options.
Turn off all bone export options, but tell the exporter to export every '1' frames.
Select one object that is not moving and parent all the other pieces to it. This object can be the one you set to unyielding. In buildings, use the foundation.
The current animation will show up as Default in the CGA you export; no .chrparams file is needed to play it.
Open your CGA in the Character Editor and play the animation labeled Default; you should see your animation play here.
There are two important properties available when using pre-baked .cga; the first is that ActivatePhysicsThreshold is a fraction of levels gravity, so a heavier piece will be harder to activate, since the gravity force that acts on it is stronger. The second is the mass. Mass is set as the overall value for the entire CGA; for instance, a Mass of 100 on a CGA with 100 pieces would yield 1kg per piece.
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