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(3) MAYA to CryEngine - Exportworkflow

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  • This tutorial will be updated regularly! (24. Feb 2014)

    When your exported asset are not working inside the Free SDK, you did something wrong. Please look carefully to the steps in this export workflow.

    Additional to this tutorial you can visit the exportfile destcriptions for CGA and CGF in tutorials separately. The picture for this example are inside this workflow tutorial.

    When you create your asset in Maya, name the mesh to identify it in the later hierarchy. Then highlight the mesh you want to export:

    barrel = rendermesh (LOD0)
    l1_barrel1 = LOD1
    l2_barrel1 = LOD2
    mesh_phys_proxy = physical mesh

    PICTURE:
    q1b6bu0.jpg


    Highlight your mesh and press the TOOLS button in the CRYTEK SHELF. Hit CREATE CRYEXPORTNODE

    PICTURE:
    q2xhb2p.jpg


    In the upcomming window set your name (later the assetname in SDK) and file type (CGF static and CGA keyframe animated geometry):
    Note: If need, you can rename the asset name in the finished hierarchy later too. Please only be carefull in the right naming!

    PICTURE:
    q3msx9z.jpg


    This is the result you get. Rename now the NODES and sort the rest of the meshes to the right hierarchy

    PICTURE:
    q4k9lga.jpg


    PICTURE:
    q5h9l3n.jpg


    Have you done this, please highlight the CRYEXPORTNODE and open the CryTools Material Editor and CREATE GROUP FROM SELECTION. The nodes name should be automaticly set.

    PICTURE:
    q6ldzk1.jpg


    Press OK and you see your materialsetup now in the window and an identical setup in outliner:

    PICTURE:
    q7jsa02.jpg


    Open now the EXPORT tool, highlight the CryExportnode in outliner, set floating point vertex value to 32bit and hit the EXPORT ALL button.

    PICTURE:
    q8jzzem.jpg


    Thats all to export your asset

    PICTURE:
    q9f1l66.jpg


    Now you can export the materialfile.

    PICTURE:
    q10g7l7n.jpg


    Copy now the CGF and the MTL from the working root to your Free SDK root:

    PICTURE:
    q1135lq2.jpg

    PICTURE:
    q12jpxt1.jpg


    Start now the CryEngine Free SDK, open GEOM ENTITY in the roll up bar, browse to your folder and set the asset ingame

    q1317ygo.jpg


    Thats all. If it not works then you did something wrong.

    Now you can setup all textures in the CryEngine Materialeditor. This makes the look of your asset ingame final.
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