@Szabolcs: Any chance for you guys at Crytek to share something related to
the export?

I've seen lots of forum posts on crydev,net regarding the issues of
importing the characters, and so far the only way I found is to export my
scene to 3ds, setup the rig there and then export the character to
Cryengine using the official plugin to export, and it works fine...I would
just like to go straight from Soft to Cryengine, but unfortunately Crytek
dropped the exporter long time ago :(

C'mon guys :)


2014-03-03 9:02 GMT+01:00 Szabolcs Matefy <szabol...@crytek.com>:

> Hehe, I work for Crytek, and we exported characters from
> Softimage...However, CryEngine requires a programmer too, to author
> characters properly...But nonetheless, the look is very nice J
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francisco Criado
> *Sent:* Sunday, March 02, 2014 9:12 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Naught Dog "The Last of Us" - behind the scene
>
>
>
> Hi Tim,
>
>
>
> thanks for the info, i wanted to do this:
>
> http://youtu.be/3uxx2fFb2Z4
>
> About importing characters in cryengine there are a couple of guys in the
> forum that had success from softomage.
>
> And found this too,
> http://www.crydev.net/newspage.php?news=79949
>
> This post made me sit again in front of cryengine agian, lets see what
> comes out ;)
>
> F.
>
>
>
> On Sunday, March 2, 2014, Tim Leydecker <bauero...@gmx.de> wrote:
>
> > Do you know if there is an option in Cryengine, that would let me output
> the game in full view without crytek´s ui? like Unity on UDK
>
> I´m not sure what you mean.
>
> Is that it?
>
> http://freesdk.crydev.net/display/SDKDOC2/Basic+Game+Logic
>
> I remember it took me a bit to understand how to set up a player start in
> cryengine
> to play full screen (starting from that location) in the sandbox editor.
>
> I didn´t try to capture or load levels sofar, as that wasn´t neccessary
> yet.
>
> Sorry, I also don´t have a example file at hand, my file disks are
> unlinked because
> I´m currently in the process to switch this box from xp64 os to win7/win8.1
>
> Cheers,
>
> tim
>
>
>
>
> On 02.03.2014 18:36, Francisco Criado wrote:
>
> Hi Tim,
>
> yeap, already made my first tests on cryengine and unity. The first one
> has amazing graphics but just couldn´t give it the necesary time to do
> something different than fps. In
> Unity was different, everything is possible, is very very friendly like a
> softimage concept :) but graphics ouch, they really hurt for someone used
> to CG. What i liked a lot from
> cryengine was the tools for rapid prototyping, like the paint tools for
> models and textures.
> Tried UDK (just a couple of hours a few times) but didn´t like the ui, was
> like maya or worst, max.Saw the tech demo of UE4 and yes, amazing
> grapchics. Maybe is just a matter of
> getting used to the ui.
> Even though it would be nice to get hands on cryengine cinebox, but it
> seems they are in a closed beta.
> Do you know if there is an option in Cryengine, that would let me output
> the game in full view without crytek´s ui? like Unity on UDK.
> Thanks in advance.
> F.
>
>
>
> 2014-03-02 14:15 GMT-03:00 Tim Leydecker <bauero...@gmx.de
> <mailto:bauero...@gmx.de>>:
>
>     How about giving udk, cryengine or unity a try?
>
>     I´ve found that spending time with udk, then cryengine helped me
>     grow as an artist,especially in terms of modeling and shading/texture
> mapping.
>
>     It is quite rewarding to have your own character run around and to
> play with it.
>
>     UDK is reasonably well covered on youtube to get into it and lets
>     you use most of it´s sample files as a base for your own prototype
> game,
>     including the default animation library to make bots run (at least for
> a start),
>     even if it is more difficult to make things work initially, that´s a
> good start.
>
>     Cryengine may probably feel easier to get into, because it´s sandbox
> and file structures
>     are more clearly recognizeable as from the windows/microsoft world but
> the small print
>     has to be read and properly understood, none of the sample files can
> be in your prototype,
>     IF you plan on releasing it for free or at all. Also, atm, the sample
> skeletons (in sample files 3.4)
>     don´t go well with the engine version 3.5.7, so you´ll have some grief
> making your own character
>     work with the cryengine animation system (in progress/change atm, too).
>
>     I would think unity is the most flexible option but I didn´t get
> around to play with it
>     sofar because I landed a job on a project which (as usual) pretty much
> brings everything
>     else to a halt.
>
>     In terms of movie vs. advertisement vs. games. I´m a male, tripple AAA
> blockbuster type of guy,
>     that´s what sets the bar and that´s where most of my money will go.
> Getting money out of it
>     I find more difficult, mostly because getting access to such projects
> is still difficult
>     in Germany, there´s only a handful of places to look for work at and
> overly generalizing,
>     they get those high profile jobs because they try to cut into that
> market, not because
>     they´ve set the reference for others. Again, that´s overly
> generalising and should not
>     be understood as speaking poorly of fellow artists. A great many of my
> former collegues
>     have moved away to get access to better projects&opportunities not
> sufficently available
>     to them here in Germany. Myself, atm I´m at a shop I like, nice
> projects and nice collegues
>     but I don´t know for how long this´ll be, simply given the amount of
> work available and competition
>     for these jobs on a show in general.
>
>     Personally, I´m looking forward to games, unreal engine 4 looks
> sickening good.
>
>     If I project that linearly ahead 1-5 years, bamm. Real, in real-time.
> With story.
>
>     Nice.
>
>     tim
>
>
>
>
>
>
>
>
>     On 02.03.2014 17:48, Francisco Criado wrote:
>
>         Same as Mauricio here, what i think is that these kind of games
> that have more a storyline like a movie than first person shooter games,
> are quite interesting in terms of
>         production.You see all the effort and detail they put in every
> area, and its quite similar.
>
>         In terms of ethics, selling coke, alcohol or cigarettes is the
> same as making a jackpot game or a fps game, in my opinion.
>         Just thought that working in a game production would be same like
> film or better, animated features, completely different than tv ads, where
> we are always running, and if
>         someone
>         on the marketing office says "more red" people start crying,
> jumping from buildings and drinking energy drinks until they die! You know
> what they say, "ad, love it or leave it"
>
>         F.
>
>
>
>         2014-03-02 9:07 GMT-03:00 Maurício PC <goneba...@gmail.com
> <mailto:goneba...@gmail.com> <mailto:goneba...@gmail.com
> <mailto:goneba...@gmail.com<goneba...@gmail.com%20%3cmailto:goneba...@gmail.com>
> >>>:
>
>
>              That's actually a nice input and could generate a nice
> discussion about it.
>
>              I do agree in some extend ... MMO is not something I would
> want to work, but take this game for example "The Last of Us", I thought
> they spend a lot of time creating a
>         good
>              history that works like a movie.
>
>              So that game I would like to be a part of. I haven't played
> games in years, but after seeing the documentary I got a will to play this
> game at least.
>
>
>              On Sun, Mar 2, 2014 at 9:01 AM, Stefan Kubicek 
> <s...@tidbit-images.com
> <mailto:s...@tidbit-images.com> <mailto:s...@tidbit-images.com
> <mailto:s...@tidbit-images.com<s...@tidbit-images.com%20%3cmailto:s...@tidbit-images.com>>>>
> wrote:
>
>                  __
>
>                  My very personal experience with games is that when you
> come from Film/Advertising you don't want to transition to games for two
> reasons:
>
>                  1.) Money. All the places I've been in pay considerably
> less than what you can earn elsewhere (esp. commercials), and telling a
> story or vision (assuming that this
>         is the
>                  prime motivation in pretty much any artist, whether they
> know it or not) is a lot harder and convoluted than in pretty much any
> other media.
>
>                  2) Ethics. You produce something that steals peoples time
> on a much larger scale than any single movie or ad ever could. Online
> slot-machine type of games are even
>         worse,
>                  where people can loose a fortune. I played a lot of games
> when I was a kid and I know first hand that they can be very addictive, and
> I don't want to make money
>         exploiting
>                  other peoples addictions. To me that's just...bad karma
> :-)
>                  Educational games are an exception to that, but having
> certain expectations towards what is considered "quality" in a game
> (artistic and technical excellence, both
>         of which
>                  usually require higher budgets than what is commonly
> available in education) will most likely make you want to do something
> else, or leave you frustrated. Mind
>         you, during
>                  the making, and some time after,  I considered Manhunt2
>  the single most rewarding game I ever worked on (Rockstar), in which you
> can sneak up on people and
>         "execute" them
>                  by poking their eyes out with a glass shard or choke them
> with a plastic bag. How f#%&§ed up is that? While most of this was so over
> the top up to the point where
>         it was
>                  already strangely funny and entertaining again from a
> grown up players point of view, there are not only grown ups playing these
> kind of games, and many grown ups
>         are not
>                  grown up to begin with. Of course you can lean back and
> say: Not my problem, it's peoples own decision what they play, and parents
> responsibility to look after
>         their kids
>                  and what they play. Or you take responsibility yourself
> and just not make that kind of stuff in the first place.
>
>                  If anything, making computer games made me stop playing
> computer games entirely.
>
>
>
>
>                      they did an amazing job! does any of you guys that
> work on games came from film or comercials? i wonder how to make the
> translation to the game industry being
>         a generalist.
>
>                      F.
>
>                      On Friday, February 28, 2014, Stefan Kubicek 
> <s...@tidbit-images.com
> <mailto:s...@tidbit-images.com> <mailto:s...@tidbit-images.com
> <mailto:s...@tidbit-images.com<s...@tidbit-images.com%20%3cmailto:s...@tidbit-images.com>
> >>>
>         wrote:
>
>                          Thanks for the link Nicolas!
>                          Naughty Dog is completely insane when it comes to
> details and atmosphere - always outstanding work.
>
>
>
>                              Interesting behind the scene of a good
> videogame,and some technical info
>                              (Maya)
>                              The shocking thing is that they key facial
> expressions.by <http://expressions.by> <http://expressions.by> hand,which
> I
>                              found completely insane...
>
>                              Exclusive | Grounded: The making of The Last
> of Us <
> https://www.youtube.com/__watch?v=R0l7LzC_h8I&feature=__youtube_gdat
>         <https://www.youtube.com/watch?v=R0l7LzC_h8I&feature=youtube_gdat
> >>
>
>
>
>
>                          --
>                          ------------------------------__---------------
>                             Stefan Kubicek ste...@keyvis.at <
> mailto:ste...@keyvis.at <ste...@keyvis.at>>
>                          ------------------------------__---------------
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> >
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>
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>
>
>                  --
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>                  Stefan Kubicek
>                  ------------------------------__-------------
>                  keyvis digital imagery
>                  Alfred Feierfeilstraße 3
>                  A-2380 Perchtoldsdorf bei Wien
>                  Phone: +43/699/12614231 
> <tel:%2B43%2F699%2F12614231<%2B43%2F699%2F12614231>
> >
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> ste...@keyvis.at <mailto:ste...@keyvis.at <ste...@keyvis.at>> 
> <mailto:ste...@keyvis.at
> <mailto:ste...@keyvis.at <ste...@keyvis.at%20%3cmailto:ste...@keyvis.at>>>
>
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>
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