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Exporting Multiple Meshes with a Collision Object

You can use the Lumberyard Tools for Maya and the FBX Settings tool to generate your meshes. In Maya, create your material and set the collision property so that Lumberyard can identify the mesh as a collision.

For more information about the .fbx format, see FBX Export in the Autodesk Maya LT documentation.

To export a mesh group with a collision object

  1. In Autodesk Maya, create your objects and define your collision object.

  2. On the Maya tool shelf, click Lumberyard Tools.

  3. Click the beaver icon to open the Lumberyard Tools window.

  4. In the Asset Browser pane, select your objects and press Ctrl+G to group the objects.

  5. In the outliner or channel box, name the new group. We recommend appending the group name with _group.

  6. In the outliner or channel box, select the group name.

  7. In the Lumberyard Tools window, under Geometry Export, click Add Selected. The group name appears under Geometry Export.

  8. Before you can export an object, you must assign a material to the object. To do so, right-click the object in the viewport and choose Assign New Material.

  9. In the Assign New Material dialog box, select a Phong shader.

  10. In the viewport, select the group node with the newly assigned material.

  11. In the Lumberyard Tools window, under Material Export, click Add Group. The default group name (from the first material) appears under Material Export.

  12. (Optional) Under Material Export, rename the material for the collision object to be called collision.

  13. Under Material Export, choose Proxy No Draw from the list for the collision shader type. You can also update this shader type later in the Lumberyard Material Editor.

  14. Save the file to your project directory.

  15. Click Export All. Be sure to save to the directory where your Maya file types are saved.

To validate the collision box in Lumberyard Editor

  1. Open Lumberyard Editor.

  2. In the Asset Browser pane, locate the object that you created.

  3. Drag the object into the viewport.

  4. To frame the object, press Z.

  5. Open the Console Variables window and search for p_draw_helpers.

  6. To show the collision path, set p_draw_helpers to 1. You should now see your collision box in the viewport.