Character Animation Kit! Download Location: https://drive.google.com/file/d/0Bw2uQ16R030qWGtFUG9xYVZMS3M/view?usp=sharing This is a pack that contains the base skeleton for the bhm_human_v6 skeleton along with a custom built animation rig to be used with it. The animation rig can be used to create your own body animations and port them into CryEngine to work with 2015 character assets. It is compatable with most of the human assets barring some small problems with the hand animations on older assets. I have linked a video tutorial above showing how to port the assets into CryEngine and apply them to a character, the readme file within the pack also contains more information, I will make a copy of it in the thread below. If you have any questions feel free to ask me in this thread, I would rather it were done here since any answers will be seen by everybody and could help them with any problems they may have too. Copy of the Readme This kit includes two items using assets extracted from the game: - bhm_skeleton_v6 for Star Citizen (.fbx) - Animation rig with basic skinned character for the same skeleton (.ma) This kit will require two items to be the most useful to you: - Autodesk Maya - Cryengine 3 (or lumberyard) with an old build of Star Citizen loaded into it This kit can be used without the preloaded assets in cryengine by skinning your own items to the base skeleton, for this reason I included the base skeleton which was extracted directly from the game. To obtain the assets refer to the following tutorial thread: https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/tutorial-porting-star-citizen-assets-to-cryengine- I am happy for anyone to make modifications to the files and redistribute them to the SC modding and machimina community however I do have to ask that proper credit is given to myself for the rigging and extraction work and CIG for the original assets since a lot of time was spent getting this to work. There are some problems with the rig which I will list here: - The IK/FK system for the arms is not complete as the FK controls do not function properly on the arms, the IK/FK switch is therefore hidden - The spine deformation system can sometimes cause some jiggling to occur for some rotations, the fix is to rotate the chest or hips slightly to recalculate the deformations. This issue, however, will not affect the end animations from what I have tested so far. If anyone who is better than I am at character rigging (probably everybody :P) would like to fix these issues and release them you're more than welcome to do so and I will be in your debt! More text? Oh yes! This is related but also not that related. This kit was developed with a purpose and that was for a very ambitious project I am working on with some friends over this summer, some of whom regularly come to this spectrum forum. It is actually why I made those hangars a couple of weeks back. If anyone would like to help out and learn about the project then feel free to send me a PM detailing what you would like to do, in particular we are looking for people to help out with the rigging and animation of the characters. We are also happy to feature cameos of fan made ships (though we may have to blow them up) and characters, aliens and clothing! Useful links and threads! Spectrum thread and tool for converting SC assets: https://robertsspaceindustries.com/spectrum/community/SC/forum/50172/thread/howto-create-your-own-art-using-game-assets Legacy cgf converter thread, lots of chat here: https://forums.robertsspaceindustries.com/discussion/44595/howto-create-your-own-art-using-rsi-s-assets-live/p1 Alternate cgf converter (pre 3.0): https://forums.robertsspaceindustries.com/discussion/comment/7516395/#Comment_7516395 Maya crytools install guide: http://docs.cryengine.com/display/SDKDOC2/Installing+the+Maya+Tools