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Naming of bipedal hierarchies does not need to match the 3ds Max organizational method. This is only necessary if you want to make use of the existing animations. There are a few other things already preset with the Bip naming conventions but can be changed in the file which you define the parameters for IK, the .chrparams file. There is some hard coded joints as well which go into detail here: Leg and Foot Ground Alignment

For the most part, a .chr is the main CryENGINE character file format. There is also .skin which is used for skinned meshes. Whatever skinned attachments you have will be attached to the .chr in the Character Editor and from there a .cdf file will be saved which will be used as the main character file from there. For a complete overview of the file formats used in CryENGINE, see: Art Asset File Types.

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