Setting up a player character in C++
Tutorial info  
Difficulty Intermediate
Updated July 28, 2022
cryengine 5.x
visual studio

How to integrate character models, including animations, into the existing player entity using the C++ isometric template as an example.

  • 00:40 Understanding Where the Default Player Is Defined
  • 01:17 Related tutorials to set up for this tutorial
  • 01:38 FBX vs Plug-In Workflow
  • 02:22 Creating the Project From a Template
  • 02:44 Setting Up the New Character Folder
  • 03:10 Importing and Setting Up an .FBX Animated Character
  • 03:28 Importing the FBX Into the Character Tool
  • 04:24 Examining Your Imported Character
  • 04:53 Display Options in the Character Tool
  • 05:39 Creating a Physics Proxy
  • 06:11 Editing the player.xml File
  • 07:02 Editing SkeletonList.xml
  • 07:40 Separating the animations
  • 10:11 Changing the Default Character in C++
  • 10:42 Generating a C++ Solution
  • 11:26 Configuring Build Method in Visual Studio
  • 11:50 Modifying the Player Character in Player.cpp
  • 12:12 Building and Testing Your Project From C++
  • 13:03 Assigning Animations in the Mannequin Editor
  • 13:35 Finding Help With Mannequin in the Documentation
  • 14:18 Using Mannequin to Assign Animations

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