The Character Tool is used for setting up character definitions by importing assets authored in third party tools and making them available to be used within CRYENGINE. A fully authored character usually consists of models, skeleton, physical properties and an associated animation set. The tool also enables interactive control and adjustment of animations as well as the collider proxy setup. The latter is used for interaction with the physical world in the game.
Importing a file into the Character Tool can be done by dragging&dropping; simply drag the file from the folder in your Windows Explorer into the viewport of the Character Tool.
Character Tool View Pane
To open the Character Tool, go to Tools -> Animation -> Character Tool.
Here are five core UI components of Character Tool:
- Viewport – here the loaded character will be shown.
- Assets - here you can locate character related assets: characters, skeletons, animations and compression settings.
- Scene Parameters – here the scene is defined. This component shows the selected character, animation layers and animation parameters that are used to preview assets.
- Properties – here you will see properties of assets, like Character Definition, Skeleton Parameters or Animation Settings.
- Playback – here you can see the playback options and timeline. It is used for animation playback and animation events editing.
Note that all of the panels are dockable and can be moved out.
The Viewport uses Sandbox standard navigation: WASD for movement, RMB for camera rotation and Middle mouse to pan the camera.
You can change various Viewport settings on the Display Options panel, which is located on the top-right of the Viewport:
The Assets panel is the core of the Character Tool UI. It is placed on the left side of the window by default:
It gives an overview of all character-related assets.
As soon as you select an entry of your interest, its properties will appear in the Properties panel on the right side.
Context Menu (right-click)
Each item within the tree has a context menu with available actions, for example for animations you will see:
There are multiple ways to filter the tree in the Assets panel:
- By name – it is possible to specify multiple strings separated by space to look for sub-strings, i.e. "walk relaxed" will look for any name that contains both "walk" and "relaxed"
- By type i.e: All, Animations, Characters, Compression and Skeletons
Multiple Assets Panes
You can have multiple instances of the Assets panel open. To create a new one use the Split Pane button in the title of the Assets panel:
Note that right clicking on the tree header (where the Name string is shown) opens a context menu that allows you to show additional columns like Size, Pak and Audio events:
A scene is setup only for previewing purposes and consists of:
- Character – you can use this entry to load a new character by clicking on the Folder button. (this is an alternative way to select a character as opposed to selecting from the Asset tree panel on the left side)
- Animation Layers – here the played animations are set up. Whenever you select an animation in the Assets panel, one will be assigned to the active animation layer (highlighted with a bold text and pressed button)
You can add new animation layers by using the little button located next to it
You can remove animation layers through the context menu (RMB on the number left to the layer button)
Blend spaces, aim- and look-poses expose additional settings
- Blend Shape – show blend shape sliders, when the character contains blend shapes
- Audio Setup – options here are used to preview sound foleys and footsteps
- Run Feature Test – this option allows programmers to quickly add and run project-specific tests
On the top of the panel you can find a toolbar with undo/redo buttons and actions available for the selected asset. These are the same actions available through the context menu in the Assets tree.
The rest of the panel shows properties of the selected asset. For characters it is CDF (Character Definition File) content with character attachments and for animations you will see compression settings and animation events.
The Playback panel at the bottom can be used to scrub the timeline and provides playback options like looping of animations and playback speed. You can also change the timeline to be represented in seconds, frames or normalize the timeline from 0 - 1. The options gear offers further control on organizing how the timeline is represented.
The state of the Character Tool UI is preserved when you leave it, but nevertheless you can define and save your own UI layout for your specific need. You can use the layout menu to do so:
Importing/Exporting Animation Layer Stacks
It is possible to import and export stacks of Animation Layers that you have assigned to a character in order to simplify debugging of problems with animations.
- Assign several animations to your charachter:
- Choose File -> Export Animation Layers
The Animation Layer stack will be saved as an *.xml file.
To import these Animation Layers to another character, open that character and choose File -> Import Animation Layers.