

Click on Reorient global motion direction.The plugin needs to know how far and on which axis to rotate the animation, so make sure Reorient Global Motion → Rot Z is set to 180.0.In the CryMax Utilities panel under Reorient Global Motion, assign the hipbone as the Global motion node by clicking on the In the Outliner, click on the pelvis, which is the hipbone: Hipbone selected.Because you have set up the origin T-pose animation, changing the global motion is very easy. If you play the animation with the slider at the bottom, it will become clear that the animation is going in the wrong direction.
#ANIMATION IN 3D MAX UPDATE#
This time, Include → File content should be set to Update animation. The FBX Import window will open ( see above).Choose a motion animation and click Open.Import an animation by clicking File → Import → Import.Now that you have an origin file, you can easily add animations to it.
#ANIMATION IN 3D MAX SKIN#
chr file by selecting the skin mesh (important, as after the previous step, the root bone will probably still be selected!) and clicking Create skeleton CHR from selected skin mesh.Īdding Animations on Top of the T-pose Character You can rename this if you want, the name does not have to be what the plugin assigns to it.Ĭreate a skeleton. To do this, click on the Reorient skinned character mesh (parts) button: Reorient skinned character mesh (parts) button If you select the character in the viewport, you'll see from the gizmo that it's facing in the negative Y-axis direction: Negative Y-axis direction This will need to change for the character to work properly in CRYENGINE.

#ANIMATION IN 3D MAX INSTALL#
Install the ceMaxUtils plugin by downloading it from the Marketplace and dragging & dropping the file ceMaxUtils.mzp into the 3ds Max viewport and choosing Install ceMaxutils.For the purpose of shortening this tutorial, it is assumed that your character has animations and is set up properly, with a T-pose animation and any other animations you want it to have.
