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Legacy Reference

Exporting Materials

There a couple of ways to export material (.mtl) files. All exported materials must be contained in a material group as shown in the following. Be sure to save your scene before you export your materials.

Lumberyard also uses material information to drive physics properties.

To export character materials (Method 1)

  1. In your Maya scene, choose the geometry that has the desired materials applied.

  2. In Lumberyard Tools in the Material Export section, choose Add Group. This creates a new material group and automatically adds all applied materials to it.

  3. In the No Physics, choose from the following options:

    • No Physics - Material contains no physics attributes (default setting).

    • Default - Render geometry is used as a physics proxy. This is expensive for complex objects, so use this only for simple objects like cubes or if you need to fully physicalize an object.

    • ProxyNoDraw - Mesh is used exclusively for collision detection and is not rendered.

    • No Collide - Proxy is used to detect player interaction, such as for vegetation touch bending.

    • Obstruct - Used for "Soft Cover" to block AI agent views, such as for dense foliage.

  4. For Export Path, choose the folder icon and select a directory path. By default, this path is the same as the directory of the current Maya file, and all nodes will be exported to this directory. To export to a custom directory, choose Advanced Options, Custom Path, choose the folder icon, and select a specific file path for your materials. You can save each material to an individual location. This path overwrites the Export Path from the previous step.

  5. Make sure the check box for each material you wish to export is selected, then choose Export Materials.

To export character materials (Method 2)

  1. With nothing selected in the Maya scene, in Lumberyard Tools, choose Add Group to create an empty material group.

  2. Select the newly created material group. Only material groups that are selected are exported. Choose the X to remove a material group as needed.

  3. In Maya, select the materials in the Hypershade window you wish to add to this material group. Alternatively, you can select meshes that have the desired materials applied.

    Note

    Use the Hypershade button in Lumberyard Tools to display the material or group in the Maya Hypershade window for a selected material in the Lumberyard Tools Material Export window.

  4. Choose Add Material.

  5. In No Physics, choose from the following options:

    • No Physics - Material contains no physics attributes (default setting).

    • Default - Render geometry is used as a physics proxy. This is expensive for complex objects, so use this only for simple objects like cubes or if you need to fully physicalize an object.

    • ProxyNoDraw - Mesh is used exclusively for collision detection and is not rendered.

    • No Collide - Proxy is used to detect player interaction, such as for vegetation touch bending.

    • Obstruct - Used for "Soft Cover" to block AI agent views, such as for dense foliage.

  6. For Export Path, choose the folder icon and select a directory path. By default, this path is the same as the directory of the current Maya file, and all nodes will be exported to this directory. If you want to export to a custom directory, choose Advanced Options, Custom Path, choose the folder icon, and select a specific file path for your materials. You can save each material to an individual location. This path overwrites the Export Path from the previous step.

  7. Make sure the check box for each material you wish to export is selected, then choose Export Materials.

Tip

The order of materials listed can be changed by clicking on a material with the middle mouse button and dragging the material to the desired placement within the material group. This does not allow you to move a material to a different material group, however.