ce3_car

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Creating a new car mesh (CGA) In this recipe, we will show you how to build the basic mesh structure for your car to be used in the next recipe. This recipe is not to viewed as a guide on how to model your own mesh, but rather as a template for how the mesh needs to be structured to work with the XML script of the vehicle. For this recipe, you will be using 3DSMax to create and export your .CGA. .CGA (Crytek Geometry Animation): The .cga file is created in the 3D application and contains animated hard body geometry data. It only supports directly-linked objects and does not support skeleton-based animation (bone animation) with weighted vertices. It works together with .anm  files. Getting ready Create a box primitive and four cylinders within Max and then create a new dummy helper. How to do it... After creating the basic primitives within Max, we need to rename these objects. Rename the primitives to match the following naming convention:  Helper = MyVehicle  Box = body  Front Left Wheel = wheel1  Front Right Wheel = wheel2  Rear Left Wheel = wheel3  Rear Right Wheel = wheel4  Remember that CryENGINE 3 assumes that y is forward. Rotate and reset any x-forms if necessary. From here you can now set up the hierarchy to match what we will build into the script: 1. In Max, link all the wheels to the body mesh. 2. Link the body mesh to the MyVehicle dummy helper. Your hierarchy should look like the following screenshot in the Max schematic view:

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8/3/2019 ce3_car

http://slidepdf.com/reader/full/ce3car 1/3

Creating a new car mesh (CGA)

In this recipe, we will show you how to build the basic mesh structure for your car to be used inthe next recipe. This recipe is not to viewed as a guide on how to model your own mesh, but

rather as a template for how the mesh needs to be structured to work with the XML script of the

vehicle. For this recipe, you will be using 3DSMax to create and export your .CGA.

.CGA (Crytek Geometry Animation): The .cga file is created in the 3D application and contains

animated hard body geometry data. It only supports directly-linked objects and does not support 

skeleton-based animation (bone animation) with weighted vertices. It works together with .anm

 files. 

Getting ready

Create a box primitive and four cylinders within Max and then create a new dummy helper.

How to do it...

After creating the basic primitives within Max, we need to rename these objects. Rename theprimitives to match the following naming convention:

  Helper = MyVehicle 

  Box = body 

  Front Left Wheel = wheel1 

  Front Right Wheel = wheel2 

  Rear Left Wheel = wheel3 

  Rear Right Wheel = wheel4 

 Remember that CryENGINE 3 assumes that y is forward. Rotate and reset any x-forms if 

necessary. 

From here you can now set up the hierarchy to match what we will build into the script:

1.  In Max, link all the wheels to the body mesh.

2.  Link the body mesh to the MyVehicle dummy helper.

Your hierarchy should look like the following screenshot in the Max schematic view:

8/3/2019 ce3_car

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Next, you will want to create a proxy mesh for each wheel and the body. Be sure to attach theseproxies to each mesh. Proxy meshes can be a direct duplication of the simple primitive geometry

we have created.

Before we export this mesh, make one final adjustment to the positioning of the vehicle:

1.  Move the body and the wheels up on the Z axis to align the bottom surface of the wheels

to be flushed with 0 on the Z.2.  Without moving the body or the wheels, be sure that the MyVehicle helper is positioned

at 0,0,0 (this is the origin of the vehicle).

3.  Also, re-align the pivot of the body to 0,0,0.

Once complete, your left viewport should look something like the following screenshot (if you

have your body still selected):

After setting up the materials, you are now ready to export the CGA:

1.  Open the CryENGINE Exporter from the Utilities tab.

2.  Select the MyVehicle dummy helper and click the Add Selected button.

3.  Change the export to: Animated Geometry (*.cga).4.  Set Export File per Node to True.

5.  Set Merge All Nodes to False.

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6.  Save this Max scene in the following directory:

 MyGameFolder\Objects\vehicles\MyVehicle\ .7.  Now, click on Export Nodes to export the CGA.