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“Ghost of a Tale”

September 21st, 2008 Leave a comment Go to comments

Here is a screenshot of a Crysis mod I’m working on (when I have time, of course). Again, I have to say that the CryEngine 2 is very impressive indeed. It allows you to fine tune the shaders and the lighting to a degree of precision that is unprecedented in the domain of video-games. And since I’m using MayaCGF, I just have to click one button to send the model from Maya to Sandbox 2 (the Crysis editor). And if I update the model in Maya, I just click the refresh button in the editor and the updated model is instantly reloaded. I’m loving it!!

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  1. Chris Evans
    September 22nd, 2008 at 03:18 | #1

    Looks great!

  2. Scott Richmond
    October 1st, 2008 at 22:36 | #2

    Nice job!
    I love it.

  3. Sagan
    October 3rd, 2008 at 10:13 | #3

    Looks awesome. How is that animation exporter for maya coming along?

  4. Scott Richmond
    October 12th, 2008 at 05:50 | #4

    I believe he’s waiting for the updated Crytek SDK, whenever that’ll be.

  5. Roger
    October 16th, 2008 at 07:12 | #5

    I´m having a problem with the Maya to Sandbox exporter. I get no .mtl file, only the .cgf when I export. It works in Sandbox but I can´t “save” any edits to the materials, they are all reset when I reload level. Any tips on this?

    Using Maya 2008 under Win XP, Python 2.52 and newest version of exporter/script you have posted.

  6. Roger
    October 16th, 2008 at 07:47 | #6

    Edit to above:

    This only seem to be a problem when running the farcry-physicalization (sp), if I uncheck that box a .mtl file is exported too and I can save changes to materials in sandbox.

    Oh, and thanks for making this and releasing it, much appreciated.

  7. Seith
    October 16th, 2008 at 10:36 | #7

    @Roger: You’re welcome! Yes, that’s normal; when you export as a FarCry object (CryEngine1) no .mtl is created. Next MayaCGF version will not have this option anymore since it can now export true Crysis models with physics automatically included.

    @Sagan + Scott: Yep, still waiting on Crytek to release the next XSI exporter/compiler. We’re being told it’s been more or less ready since July, but it hasn’t been released yet. So my guess it it will probably be released around the same time as the next SDK.

  8. Edgar
    January 4th, 2009 at 17:48 | #8

    Hi great work i wondering how you go about of making a animated character on maya and export it to crysis with the animation and the rig for each thing i belive the name is chr file i wonder also when your plug will be ready for maya 2009
    can you point me somewhere i can learn more about maya to crysis workflow please

  9. Seith
    January 4th, 2009 at 18:05 | #9

    @Edgar: Unfortunately it is not possible yet to export rigs and animations into Crysis from Maya (you’re right, .chr files contain animation data). What you see on the picture up there are simply models posed and rigged within Maya and exported as static meshes into Crysis. And there’s no ETA yet on Maya 2009 compatibility, sorry!

    The only community I’m aware of regarding that topic is http://www.crymod.com/thread.php?threadid=20019. This is where I post updates regarding MayaCGF. And of course you can find info on this site (on the right-hand column, under “Games”).

  10. Edgar
    January 4th, 2009 at 18:52 | #10

    Thanks for your quick reply, sorry to hear is no possible to export any animation to SB2 from maya so what you recommend me start with 3ds or xsi Mod tool there is a way that this programs comunicate to maya so i export my riged and animated character to then first and then to crysis how hard would be it? I haven’t use your plug yet but then that means that i can at least use your plug to import my character with static materials to crysis and some how produce a still render like you did How i get this render and excuse me for being too exited and endless questioner

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