From CryWiki
There are a couple of ways that someone can go about having a new animation with a custom title be listed in the Character Editor. Since you'll want to call new animations instead of replacing existing animation files all the time, you will find that simply adding a new CAF file into the existing Animations folder hierarchy is not enough for it to be recognised in the Character Editor list. For that to happen you will have to add your CAF file to a CAL file to be listed inside the Character Editor.
- The first thing you can do is if you exporting the animations for a specific character is list your private custom animations for it in its own CAL file. When you load the character in the Character Editor you will find its new animations listed.
- The next thing you can do is copy the default GlobalHuman.cal file and put it in your mods Objects/Characters/human folder. You can then open the file (notepad/wordpad) and add the necessary text for your CAF file. Doing it this way it is recommended to add your animations to the 'Misc' section.
- The third way you can list and keep track of your animations is again somewhat through the GlobalHuman.cal file. By going through here you will skip the having to load a new character in the Character Editor to see your animations. Also you can bypass the clutter in GlobalHuman but still get your animations listed with all the rest. In GlobalHuman.cal in your mod folder just $include another CAL file in the same folder as your GlobalHuman file and name it something like 'custom' for demonstrations sake. Then in your custom.cal file add the necessary text for naming and calling your animation. Also don't forget to call the #filepath at the top. When you load Sandbox2 and go in the Character Editor you should see all the default animations from GlobalHuman and your new animations from your custom.cal file included.
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| I highly recommend doing it the first or third way. The GlobalHuman.cal file should be used as a guide more so then organizations sake for new animations. Your new custom.cal file(s) should be used to keep animations shared between new characters and the like organized in its own file allowing easy modifying.
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See Also
CAF File
CAL File