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CRYENGINE Game Development Blueprints by Sam Howels, Riham Toulan, Chris Goodswen, Richard Gerard Marcoux III

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Using the Mannequin editor

Further continuing the theme of cumbersome-tools-made-better, let's take a look at animation in CRYENGINE. In the past, animation states were handled by a tool called Animation Graph. This is akin to Flow Graph but handled animations and transitions for all animated entities, and unfortunately reduced any transitions or variation in the animations to a spaghetti graph. Thankfully, we now have Mannequin! This is an animation system where the methods by which animation states are handled is all dealt with behind the scenes—all we need to take care of are the animations themselves. In Mannequin, an animation and its associated data is known as a fragment. Any extra detail that we might want to add (such as animation variation, ...

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