Introduction Hey everyone! Since @dymek submitted his magical conversion tool it opened a lot of doors which allow you to create Star Citizen machinima in CryEngine. As such I have started developing a series which goes through how to get it all set up and how to get started with it. As well as covering some of the basic use I will be updating all the character rigs I created in the past to work with A3.0 characters and walk through how to create your own. The first two videos are already up and go over getting CryEngine set up with the Star Citizen assets and creating a basic character, set and cinematic sequence. _ The Content I have linked the first video below with the playlist embedded so all videos will be updated here automatically. My hope is that we can use this thread for some feedback and discussion, I'm also happy to rearrange my plans based on what you guys want to see. I have also attached my current outline of the episodes below the embedded video. What use is this? Cryengine and Lumberyard are basically the same engine, for the moment, when it comes to the how you use it for asset and video creation, which would give you a massive head-start when/if CIG release mod tools in the future. If you're interested in cinematic storytelling this can be a very powerful tool, it's how the likes of Bulkheads, Combined Arms, Letters From Vega and any of Teller's videos are made. Likewise if you're interested in developing your own ships, weapons or armour it is a good way to get to learn some of the extra steps such as working with a similar version of the rigging and animation pipelines that the game uses. I will be focusing on the cinematic storytelling asepct at first but then gradually move into getting ships and characters into the engine and working seamlessly with current game assets. _ Why Not Lumberyard?!?!?!?! Just to nip it in the bud more than anything, since that is the by far the most common complaint/comment/piece of feedback I have gotten regarding this and all the other content. The simplest answer is down to tools. Dymeks conversion tools and shaders do not work with Lumberyard at the moment. There is also an issue with Lumberyards Asset Processor which, when running on the same PC, will effectively grind your system to a halt for a long time. Nothing I have mentioned here are problems that CIG/F42 will have, their version of LY is likely completely unrecognisable under the hood when compared to the public version so the comparison is completely pointless in my opinion. Besides, the process for creating animations, assets and cinematics in each engine is nearly identical anyway so it really isn't a big deal. When everything is set up properly in Lumberyard or Cryengine 5 you really can't tell the difference and just to reiterate, we're only looking at the parts relating to cinematic work and not actual game development. _ Essential Tools/Threads Dymek's cgf fixer: https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/star-citizen-in-cryengine-tools-converters-shaders Alternate Extraction tool, in case Alluran's fails: https://github.com/aftokinito/scleaksp4kbuster