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Learning AWS Lumberyard Game Development

You're reading from  Learning AWS Lumberyard Game Development

Product type Book
Published in Oct 2016
Publisher Packt
ISBN-13 9781786460868
Pages 268 pages
Edition 1st Edition
Languages
Author (1):
Dr. Edward Lavieri Dr. Edward Lavieri
Profile icon Dr. Edward Lavieri

Table of Contents (18) Chapters

Learning AWS Lumberyard Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Welcome to the Lumberyard 2. Planning Your Game in the Lumberyard 3. Constructing an Immersive 3D Game World 4. Creating 3D Characters 5. Animating Your Characters 6. Creating Gameplay 7. Creating Multiplayer Gameplay 8. Bringing Your Game to Life with Audio and Sound Effects 9. Employing Cloud Computing and Storage 10. Engaging With Users Using Twitch 11. Providing Your Game to the World 12. Stretching Your Lumberyard Wings

Getting familiar with Mannequin's UI


The Mannequin system is accessible using the top menu. Select View | Open View Pane | Mannequin Editor. As you can see in the following screenshot, there are five areas of the Mannequin interface:

Area A –€“ pull-down menus

There are four top-level pull-down menus: File, Previewer, View, and Tools.

The menu options are not always enabled. They are contextual in nature which means they will only be enabled, or available to you, if they are of use based on the current context of your work.

File menu

The File menu provides you with the ability to:

  • Load a Preview Setup file. These files are XML files that were discussed in the previous section.

  • You can use the Context Editor to edit a Preview Setup file.

  • The Animation DB Editor is used to create and edit an animation database.

  • The Tag Definition Editor is where you can add, edit, remove, and manage your fragment tags. The green plus icon in the top-left corner of the Mannequin Tag Definitions Editor dialog window...

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