Lumberyard
User Guide (Version 1.15)

Best Practices for Creating and Exporting Meshes

Follow the recommended best practices for creating and exporting skinned meshes when working with the FBX Settings tool.

Note

If you are working with meshes for the Animation Editor, see Best Practices for Working with Skinned Meshes for Animation.

Exporting Static Meshes

Use the following best practices when you export your static meshes with the FBX Settings tool.

  • Ensure that each object that needs a runtime collision has a physics mesh. Low-resolution physics meshes work better than high-resolution meshes. Primitives such as a cube, sphere, or capsule are best for optimal physics performance.

  • The maximum number of vertices for any static geometry is 65,536. You can export a scene where the total number of vertices exceeds 65,536, but each static geometry piece cannot exceed 65,536.

    If the combined mesh has more than 65,536 vertices, make the following changes in the FBX Settings tool.

    To use a combined mesh that has more than 65,536 vertices

    1. In Lumberyard Editor, in the Asset Browser, right-click the .fbx file and choose Edit Settings.

    2. In the FBX Settings tool, on the Meshes tab, click Add Modifier and then choose Mesh (Advanced).

    3. Clear the Merge Meshes setting. This prevents Asset Processor from merging the meshes, which allows Asset Processor to process the geometry.

Creating Physics Proxies for Static Meshes

A physics proxy is a mesh that encapsulates physics geometry, such as hit detection and the ability to collide. Physics proxies typically use primitive meshes or meshes with a low polygon count for better performance. Primitive meshes such as cubes, spheres, or capsules work best to ensure optimal physics performance.

You can create a physics proxy for your static mesh (.cgf file) with one of the following methods:

Note

These methods work with the legacy CryPhysics feature. To create physics proxies for the new PhysX system, see Exporting a PxMesh for PhysX Mesh Shape .

Manually Creating Physics Proxies with the FBX Settings

To create a physics proxy modifier with the FBX Settings tool

  1. In the Asset Browser, right-click the .fbx file for which you want to create a physics proxy, and then choose Edit Settings.

  2. In the FBX Settings tool, on the Meshes tab, click Add Modifier, and then choose CryPhysics Proxy.

    
										FBX Settings for CryPhysics
												Proxy.
  3. Next to Physics meshes, click the icon, select the meshes that you want to use for the physics proxies, and then click Select.

  4. For this procedure, the recommended best practice is to prevent the selected physics mesh from also rendering as a static mesh. To do this, do the following:

    1. For Select meshes, click the icon.

    2. Clear the mesh that you used for the physics proxy and click Select. This prevents the mesh that you selected for the physics proxy from also rendering as a static mesh.

  5. Click Update.

  6. When the File progress completes, click OK.

Once you have assigned a physics proxy mesh to your static mesh, the static mesh is ready to display physics and collision behavior.

Automatically Creating Physics Proxies

Instead of manually creating a physics proxy, you can use soft naming conventions.

To create physics proxies automatically

  1. Add the _phys as a suffix to the static mesh .fbx file name. For example, rename filename.fbx to filename_phys.fbx.

    When you add the _phys suffix to the file name, Asset Processor automatically adds a new CryPhysics Proxy modifier.

  2. In the Asset Browser, right-click the filename_phys.fbx file, and then choose Edit Settings.

  3. In the FBX Settings tool, on the Meshes tab, you can view this physics proxy modifier.

Asset Processor also automatically deselects the mesh that is used as the physics proxy for the Select meshes parameter. This prevents the physics mesh from rendering as a static mesh.

Note

Only one physics proxy modifier is automatically created for each node that has a _phys suffix.

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