


This highlights the two bones press Ctrl + P, and select the Keep Offset Here option from the pop-up menu to complete the process. To make the root bone a parent of the hip bone, click on the hip bone and then on the root bone while holding Ctrl. Transform → Length To be able to see the other bones in the model, navigate to the object data properties by clicking the icon in the right panel, and then enable the In Front option. This opens the Transform panel reduce the Length value to something around, say, 40 for example. The bone that is added might be larger than required to scale it, click the arrow at the right end of the header of the 3D Viewport.Switch to Edit Mode and add a bone using the Add → Single Bone option.by default, the model will face in the correct direction in the Engine. Begin by reorienting the character model (not the animation) click the renamed model in the Outliner, and then set Rotate Z to 180 in the Transform panel on the right of your Blender window.

The root bone is also responsible for translating/rotating the model relative to the world space. 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. For the translation of an animation, CRYENGINE requires a root bone that acts as the first bone in the parent-child hierarchy of joints.
