


Usually the relative position of the character is made the '"root", which makes it easier to reorient the model than if, say, the hip joint acted as the root. Smooth out any kinks in the curves.For the translation of an animation, CRYENGINE requires a root bone that acts as the first bone in the parent-child hierarchy of joints. Removing any surplus keyframes - esp ones that aren't needed - use the tangent handles to create trajectories instead of keyframes.

Tip: When you have done your first refine pass start to 'tidy up' your curves in the graph editor. You can use the Graph Editor to set slow ins and out and refine the tangents between your keyframes. Now is a good time to add any, overlapping, follow through and facial animation. If you used bracketed keys you'll need to start spacing out your keyframes so that the animation isn't as robotic and that not all parts of the character land on a key at the same time - offset your animation to create overlapping action. You will see that now your animation will look floaty and you'll need to add extra keys to 'hold' certain poses. If you've used stepped keys you'll need to change your keys to Auto. Once you've blocked out your animation and you're happy with the timing and poses (this is also a good time to get any feedback from team members/directors/UWE staff) it's now time to start refining your animation.
