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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta content="text/html; charset=ISO-8859-1" http-equiv="content-type">
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<title>cryTools: CryAnimTools</title>
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</head>
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<body style="color: rgb(0, 0, 0);" alink="#ee0000" link="#0000ee" vlink="#551a8b">
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<h1 style="font-family: Arial; background-color: rgb(192, 192, 192);">CryAnimTools </h1>
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<span style="font-family: Arial;">(CryAnimTools are old and have been
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replaced with animTools, they still exist and are accessible through
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the Control Panel. This is mainly for reference and some old tools that
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were not merged into animTools)</span>
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<p style="font-family: Arial;">
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<img alt="CryAnimTools Rollout" src="images/animationTools.png" style="border: 0px solid ; margin-right: 1em; width: 204px; height: 2275px; float: left;">
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</p>
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<span style="font-family: Arial;"><br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;"><span style="font-weight: bold;">CryPlantKey</span></span></h2>
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<span style="font-family: Arial;">CryPlantKey is one of the first
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cryTools written, it is used to plant a node (i.e. foot) in a spot
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specified by the animator for a given number of frames.<br>
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<br>
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<span style="font-weight: bold;">Key Type</span><br>
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Here you can set the key type of the keys that are generated. You may
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choose from any of the three supported Biped key types: Planted,
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Sliding, or Free. Checking 'Only for existing' will only overwrite the
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existing keys, if this is unchecked the tool will default to one key
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per frame.<br>
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<br>
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<span style="font-weight: bold;">Begin/End (Set Range)</span><br>
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You can set a range either by entering a numeric range, or by clicking
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the 'begin' and 'end' buttons to dump the current time into the field.<br>
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<br>
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<span style="font-weight: bold;">Use Begin/End - Use Timeline</span><br>
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Upon pressing either of these, the script will run. When 'Use
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Begin/End' is pressed, the values entered in the Begin/End fields will
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be used, when pressing 'Use Animation Range', the beginning and ending
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of the animation range will be used.<br>
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<br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;"><span style="font-weight: bold;">BipedTools</span></span></h2>
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<span style="font-family: Arial;">The BipedTools are an extremely user friendly front end to more laborious Biped-related tasks.<br>
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<br style="font-weight: bold;">
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<span style="font-weight: bold;">Biped Selection</span><br>
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At the top you see this drop down menu where you select the biped you
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are currently wanting to manipulate. This list is set at the time you
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open the Animation tools, if you have imported other biped and would
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like to update/refresh the list, click the arrow: < . (less than)<br>
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<br>
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<span style="font-weight: bold;">Bip Motion Menu</span><br>
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This takes you to the motion menu tab for the current biped loaded in the tools.<br>
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<br>
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<span style="font-weight: bold;">LoadBIP</span><br>
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An improved (resizable) BIP file requester for loading animations.<br>
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<br>
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<span style="font-weight: bold;">Figure Mode / Hide Biped [Toggles]</span><br>
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These two checkbuttons are toggles, meaning that when you press 'Figure
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Mode' it stays hilighted for the duration that the characte is in
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figure mode. 'Hide Biped is one of the most used buttons in the entire
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Aniamtion toolset; it just hides the entire skeleton.<br>
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<br>
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<span style="font-weight: bold;">In Place Mode [Toggle]</span><br>
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Clikcing the 'In place Mode' toggle will turn on In Place Mode, which
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constrains the motion on X and Y, however, pressing 'X or Y will
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constrain the motion to only the selected axis.<br>
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<br>
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<span style="font-weight: bold;">Select Only Biped Bones</span><br>
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Selects the original biped skeleton, and ignores any extra helper bones
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that have been added. Useful when you want to load up a pose or do some
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motion panel operation to all the original biped bones. (motion panel
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biped options will not load if a single non-original biped bone is in
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the current selection)<br>
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<br>
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<span style="font-weight: bold;">Clamp Timeline</span><br>
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This clamps the timeline at the current key, if you click 'At Last Key'
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it will clamp the timeline at the last keyframe of the currently
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selected object.<br>
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<br>
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<span style="font-weight: bold;">Reverse Animation to FBX Skeleton</span><br>
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This will generate a skeleton with our internal FBX naming convention
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and it will reverse the current animation onto that skeleton. Just give
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the script the start and end frames of the animation you would like to
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reverse.<br>
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<br>
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<span style="font-weight: bold;">Attach Biped to FBX Skeleton / Delete FBX Skeleton</span><br>
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This will copy the animation of an imported FBX skeleton with the
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correct naming convention to the currently loaded biped. 'Delete FBX
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Skeleton' removes the FBX skeleton.<br>
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<br>
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<span style="font-weight: bold;">Collections</span><br>
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This loads Biped pose collections and allows you to manually sync to the latest files from Perforce.<br>
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<br>
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<span style="font-weight: bold;">Crysis Rig Navigator</span><br>
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This acts as a synaptic rig element selector, much like what people are
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used to in Maya, XSI, and MotionBuilder. You can click on part of the
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rig to select it. When working with multiple bipeds in the same scene,
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remember to select the biped you want to manipulate at the top of the
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BipedTools rollout.<br>
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<br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Internal Tools/Fixes</span></h2>
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<span style="font-family: Arial;"><span style="font-weight: bold;">Animation Setup</span><br>
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This drop down menu offers you the choices of none, pistol, rifle, mg,
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and law. Upon selecting a weapon, it appears in the character's hand<br>
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<br>
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<span style="font-weight: bold;">Add Trooper Weapon Bone</span><br>
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This adds a correctly oriented trooper weapon bone into the trooper
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hierarchy. It was made when Antoine needed to iterate through all
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trooper animations and add a central weapon bone.<br>
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<br>
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<span style="font-weight: bold;">XAF Import/Export</span><br>
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This is an XAF importer/exporter for non human characters. The idea was
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to save XML Animation files (XAF) for all non human characters like we
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do BIPs for humans. I implemented it for the trooper, but Animation
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never used it and it does not work for other characters currently.<br>
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<br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">GeneralTools</span></h2>
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<span style="font-family: Arial;"><span style="font-weight: bold;">Change Rotation to TCB</span><br>
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This iterates through all selected objects and changes their rotation
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controllers to TCB. It really comes in handy when trying to export
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vehicles into CryEngine as CGAs (all moving parts need to be TCB).<br>
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<br>
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<span style="font-weight: bold;">Bake Motion to Keys</span><br>
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Bakes all motion on an object to dense keys (1 key/frame)<br>
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<br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">RangeView</span></h2>
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<span style="font-family: Arial;">This drop down menu is populated by
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Animator-created 'time-tagged' sequences. It reads in the names and
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allows you to select individual sequences. When a sequence is selected,
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the timeline beginning/end is set the the time-tagged range's
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beginning/ending.<br>
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<br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">MirrorArms</span></h2>
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<span style="font-family: Arial;">When you press 'Mirror' the animation
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from one arm to the other will be mirrored for the frames currently in
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the timeline. 'copy/mirror root anim' will also copy the root and
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reverse it's animation. Keep in mind that you need to be using the
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Crysis first person arms rig, and also that these newly created
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keyframes might not tween correctly to other keys outside of the
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animation range, so you might want to do all keys at once.<br>
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<br>
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</span>
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<h2 style="background-color: rgb(192, 192, 192);"><span style="font-family: Arial;">Batch Export</span></h2>
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<span style="font-family: Arial;">The Batch Exporter was created to
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manipulate many animations at once, and make sweeping changes in
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animation data. You can do things like add new procedurally driven
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bones to a hierarchy then batch export these bones/animation to 3,000
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animations. You could also flip every animation 180 deg on the Z axis.
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The exporter works by loading many BIP animations onto a currently
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loaded Biped, and exporting them one by one. This makes it very
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flexible, and allows you to generate sweeping changes to the animation
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dataset with relative ease.<br>
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<br>
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<span style="font-weight: bold;">Specify Modes</span><br>
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The idea was that here you couls specify modes, switching from a BIP
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batch exporter to an XAF batch exporter. That idea has currently been
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put on hold, since XAF was not switched to as a standard animation
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format for non-human characters.<br>
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<br>
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<span style="font-weight: bold;">Batch Folder / Save Folder</span><br>
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Here you set the Batch Folder that has trhe BIP files you would like to
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batch process/export, you also select the Save Folder. Upon selecting
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the Batch Folder the Export button should enable with the number of bip
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files there are present to be batched.<br>
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<br>
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<span style="font-weight: bold;">Batching Mutliple Folders</span><br>
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If you check the box next to Multiple Folders, the Add to list button
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should become active. If you press this, your current Batch/Save
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folders will be saved in a que below (Folders to Process in List:). You
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can save your que and load old queues you have made.<br>
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<br>
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<span style="font-weight: bold;">Generate CAL File</span><br>
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This would generate a CAL file for the animations you were batch
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exporting, making it easier to test them and also would make it so you
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did not need to dump those new animations directly into your build. The
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CAL file system has changed a lot in the past months, so this may no
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longer work.<br>
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<br>
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<span style="font-weight: bold;">Log to File</span><br>
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With this enabled, cryTools will generate a log file to the folder in which you are exporting. Here is an example:<br>
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7/20/2006 12:38:22 PM --- Exporting combat_blinded_nw_01<br>
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7/20/2006 12:38:30 PM --- Exporting combat_blinded_pistol_01<br>
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7/20/2006 12:38:40 PM --- Exporting combat_blinded_rifle_01<br>
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7/20/2006 12:38:52 PM --- Exporting combat_callBase_01<br>
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<br>
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<span style="font-weight: bold;">Flip on Z Axis</span><br>
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This will flip all exported animation on the Z axis. This was used to
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convert all out animations from facing -Y direction to +Y direction.<br>
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<br>
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<span style="font-weight: bold;">Export RAW CAF Data</span><br>
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This is somewhat deprecated. It used to export RAW CAF animation data,
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but now we use a different RAW format and compression scheme. This
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option however, is still here for testing and backwards compatibility.<br>
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<br>
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<span style="font-weight: bold;">Save BIP/XAF Files</span><br>
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With this option enabled, the Batch Exporter will also save the BIP
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file when it exports. If you check 'Only Save, No Export, the Batch
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Exporter becomes a kind of "Batch Saver" that can step through folders
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of BIP files and load them onto a new skeleton and resave them with new
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bones or other changes. <br>
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<br>
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</span>
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</body>
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</html>
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