CRYENGINE Character Animation tutorial - Mannequin @cryengine
CRYENGINE Character Animation tutorial - Mannequin  @cryengine
Uploaded January 2019 | Updated September 2026, 2 weeks ago
0:00 - Introduction
0:50 - Defining the Mannequin system
1:45 - Intro to Mannequin terms through a finished Mannequin player setup
4:30 - Creating a new project and generating a C++ solution
5:45 - Setting up a jump animation fragment in player.h
7:30 - Setting up a jump animation fragment in player.cpp
15:40 - Editing scope in Mannequin's player.xml
17:30 - Using Mannequin Editor to define a jump fragment ID
18:55 - Adding animation fragments and tags in Mannequin Editor
19:30 - Adding an animation layer in Mannequin Editor
20:50 - Previewing animation timelines in Mannequin Editor
21:15 - Adjusting blend transitions in Mannequin Editor
24:00 - Viewing and editing Mannequin's XML files directly
25:10 - Testing the animations in a level
26:00 - Experimenting with animation layer settings

Hosted by CRYENGINE Learning Manager Brian Dilg, this tutorial dives deep into the Mannequin Editor and Mannequin system. You’ll be shown how to set up new animation states and animate a character with your own player entity in the C++ third-person template. The step-by-step guide takes you through setting up a new jumping animation and creating the logic for controlling it. The Mannequin Editor will be used to loop and fine-tune the transitions between the different animations.

This video follows on from the first tutorial in this series:
Setting up a Player Character in CRYENGINE [FBX]: youtube.com/watch?v=xP1NpW_iT_A
You can download the source assets for the course on the documentation page for this tutorial: docs.cryengine.com/display/CEMANUAL/Tutorial+-+Adding+an+Animation+in+Mannequin

Additional information to get you up and running:
Installing Visual Studio tutorial: youtube.com/watch?v=BRqz4I2DtlI
Compiling a C++ CRYENGINE Project: youtube.com/watch?v=3P_Cjw9b66E

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CRYENGINE Character Animation tutorial - Mannequin

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