Lumberyard
Legacy Reference

Importing Assets into Lumberyard for Animation

When you import your .fbx files into Lumberyard Editor, you can specify how the FBX Settings tool processes your assets. You can then use skins, skeletons, and animation files to create characters in the legacy Geppetto animation system.

The legacy animation system supports the following mesh types:

  • Rigs – Modify the settings for skeletons (.chr) and skins (.skin). The Rigs tab appears if the .fbx file includes skeletons or skins.

  • Animations – Modify the settings for animations (.caf). The Animations tab appears if the .fbx file includes keyframes.

For more information about the FBX Settings tool, see Working with the FBX Settings in the Amazon Lumberyard User Guide.

Rigs

Animated characters in a game require a skeleton and skins. Skeletons consist of bones that allow the character to be posed and animated. Skins (or skinned meshes) are geometry that is weighted to bones, allowing the skin to conform. A rig consists of the skeleton and skin files. If an .fbx file includes skinned meshes, .chr and .skin files are automatically created in the appropriate cache directory. If you delete the .fbx file, the associated .chr and .skin files are automatically removed from the cache directory.

Skin groups are a collection of skinned meshes in your scene that you want to process. By default, all skinned meshes in your scene are processed; however, you can manually exclude individual meshes within your .fbx file. You can also process multiple skin groups from a single .fbx file.

Skeleton groups include the skeleton in your scene that you want to process. By default, Lumberyard detects the first bone in the .fbx file hierarchy and sets that bone as the root bone. All child bones are included and processed.

Skin Group

The Skin group includes the following settings.

Parameter Description

Add another skin or skeleton

Add a skin or skeleton group from the original .fbx file. Rename the mesh group using the Name Skins field.

Name skin

Enter a name for the skin file. This name appears in the Asset Browser.

Select skins

Specify the skinned meshes to process from your .fbx file. Specify the meshes that you want to render.

Add Modifier

Add modifier to the skin group for additional configuration settings.

You can add the following modifiers:

  • Comment

  • Blend shapes

  • Level of Detail

  • Material

  • Skin (Advanced)

Comment

Add one or more informational comments for the file. For example, you can provide a comment about the change made to the .fbx file for tracking purposes. Comments do not affect how files are processed.

Blend shapes

Specify which blendshapes to process from your .fbx file. Blend shape nodes that are exported with the .fbx file are automatically detected and applied as a modifier for the skin group.

Level of Detail

Specify a level of detail (LOD). You can specify a maximum of five LODs, which are numbered [0] to [4], with [0] the highest level of detail. LODs are optimized meshes with a low polygon count that appears the further the camera moves from the render mesh.

Click Select nodes to specify the mesh nodes to include for each LOD.

Note

When you author the mesh in your 3D application, you can add _lod1, _lod2, _lod3, _lod4, _lod5 as suffixes to your mesh names in order to automatically add a Level of Detail modifier and assign the appropriate LOD to the level. _lod1 is mapped to [0], _lod2 is mapped to [1], and so on.

Material

Materials contain the surface properties of a mesh and the generated material file (.mtl) stores the materials of the processed mesh. Names for materials in the .fbx file are based on the Name setting for materials in the .mtl file. For example, a mesh import with a file named myfile.cgf has a corresponding material file named myfile.mtl.

You can customize processed materials with the following settings:

    • Update Materials – If set, updates an existing .mtl file to use the relevant settings from the .fbx file. This applies to texture map file names only.

    • Remove Unused Materials – If set, removes any material that is present in an existing .mtl file, but not present in the .fbx file.

Skin (Advanced)

You can specify the following advanced settings for processed skinned mesh files:

  • 32-bit Vertex Precision – Sets a higher precision in vertex data. If disabled, the vertex precision is 16-bit. Specify this feature if meshes that are big in size appear with stair-like artifacts.

  • Vertex Color Stream – If set, supports the ability to process vertex coloring. If available, select a vertex color stream to apply to your mesh and material settings.

Skeleton Group

The Skeleton group includes the following settings.

Parameter Description
Name skeleton

Enter a name for the skeleton file. This name appears in the Asset Browser for the .chr file.

Select root bone

Select the default root bone. The top parent of the skeleton is selected as the default bone. All the child bones of the root bone are processed.

Add Modifier

Add modifiers to the skeleton group for additional configuration settings.

You can add the following modifiers:

  • Comment

  • Skeleton proxies

Comment

Add one or more comments for the file. For example, you can provide a comment about a change made to the .fbx file for tracking purposes. Comments do not affect how files are processed.

Skeleton proxies

You can specify the following advanced settings for skeleton proxies:

  • Proxy material name – Type a name for the physics mesh.

  • Skeleton proxies – Select the physics mesh for ragdoll or for hit detection.

    • Joint name – Select the skeleton joint for this proxy.

    • Proxy name – Select the physics mesh.

To create joint mesh proxies, see Creating Joint Mesh Proxies.

Animations

Lumberyard generates animations from keyframe data on bones.

The Animations tab includes the following settings.

Parameter Description
Add another animation

Create animation skeleton keyframe data (.caf) from the original .fbx file.

Group name

Enter a name for the animation group. This name appears in the Asset Browser for the .caf file.

Select root bone

View the default root bone, which is the first bone in the hierarchy. You can also manually specify another bone as the root of your animated skeleton. You can only specify one root bone to use per skeleton group.

Start frame

Sets the first keyframe of the animation to process.

End frame

Sets the last keyframe of the animation to process.

Default strength

Default compression strength to use by default for all bones.

Bone/group overrides

Compression strength for overrides for specific bones or bone groups (using wildcards).

Add Modifier

Add a modifier to the processed animation.

You can add the following modifier:

  • Comment

Comment

Add one or more informational comments for the file. For example, you can provide a comment about the change made to the .fbx file for tracking purposes. Comments do not affect how files are processed.