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Lumberyard
User Guide (Version 1.13)

Editing the FBX Settings

When you add .fbx files to any directory in your game project directory, Asset Processor automatically processes the files using default settings. You can edit the settings for your .fbx files at any time from the FBX Settings tool.

To edit the FBX settings

  1. In Lumberyard Editor, in the Asset Browser, find the .fbx file whose settings you want to modify.

    Tip

    Type fbx into the Asset Browser's search bar to quickly find .fbx files.

    Right-click the .fbx file and choose Edit Settings.

  2. For your .fbx file, modify the settings or add modifiers as needed:

    • Meshes tab – Modify the settings for static meshes (.cgf). For information, see Meshes Tab.

    • Rigs tab – Modify the settings for skeletons (.chr) and skins (.skin). This tab appears if the scene includes skeletons or skins. For information, see Rigs Tab.

    • Animations tab – Modify the settings for animations (.caf). This tab appears if the .fbx file includes keyframes. For information, see Animations Tab.

  3. Click Update to apply your changes and the meshes in your level are automatically updated. Larger files might take longer to process.

  4. Review the job status for errors or a success message. Click OK to return to the settings.

Meshes Tab

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

You can do the following on the Meshes tab:

  • Add another mesh – Create a mesh (.cgf) from the original .fbx file.

  • Name Mesh – Type a name for the mesh group. This name appears in the Asset Browser for the .cgf file.

  • Select meshes – Choose which meshes to process from your .fbx file. You should choose the meshes that you want to render. For example, if your physics proxy mesh is different than your render mesh, deselect the physics proxy mesh from the general meshes to process.

  • Add Modifier – Add modifiers to change the way the processing of a group occurs. Add one of the following modifiers:

    • 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.

    • Level of Detail – Specify a level of detail (LOD). A maximum of five LODs are allowed, and these are numbered [0] to [4], with [0] being 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 choose which mesh nodes to include for each level of detail.

      Note

      When authoring 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 of materials in the .fbx file are based on the Name setting for materials in the .mtl file. For example, a mesh processed with a file named myfile.cgf would have a corresponding material file named myfile.mtl.

      Customize materials with the following settings:

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

    • Mesh (Advanced) – Set the following advanced modifiers for processed mesh files:

      • 32-bit Vertex Precision – If enabled, sets a higher precision in vertex data. If disabled, the vertex precision is 16-bit. Use this feature if meshes that are big in size appear with jagged artifacts.

      • Merge Meshes – If enabled, combines all sub-meshes into a single mesh for optimization. If disabled, treats each sub-mesh separately.

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

    • Origin – Change the position (translation), orientation (rotation), and scale of a mesh relative to how it was authored. Set the following values:

      • Relative Origin Node – Choose the transform relative to which the mesh will be processed. By default, the mesh origin is placed at the scene position 0,0,0 in the .fbx file.

      • Translation – Set the position offset of the processed mesh.

      • Rotation – Set the orientation offset of the processed mesh in degrees.

      • Scale – Set the scale offset of the processed mesh.

    • Physics Proxy – Choose which meshes to use for physics proxies from the .fbx file. Physics proxies are meshes that encapsulate render geometry (for example, hit detection or physics collision) and are optimized with a low polygon count for better performance. Primitives such as a cube, sphere or capsule are best for optimal physics performance. You can override physics proxies in the Physics Meshes selection window.

      Note

      If your .fbx file includes a mesh node with the suffix _phys, the mesh node automatically adds a new Physics Proxy modifier.

    You can delete a modifier or group by clicking the X for the entry.

Rigs Tab

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.

You can do the following on the Rigs tab:

  • 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.

  • Click X for an entry to delete a modifier or group.

Skin Group

The Skin group includes the following settings:

  • Name Skin – Type a name for the skin file. This name appears in the Asset Browser.

  • Select skins – Choose which skinned meshes to process from your .fbx file. Choose the meshes that you want to render.

  • Add Modifier – Add modifier to the skin group for additional configuration settings. Add one of the following rules:

    • 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.

    • BlendShapes – Choose which blendshapes to process from your .fbx file. Blendshape 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). A maximum of five LODs are allowed, and these are numbered [0] to [4], with [0] being 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 choose which mesh nodes to include for each level of detail.

      Note

      When authoring the mesh in your 3D application, you can add _lod1, _lod2, _lod3, _lod4, _lod5 as suffixes to your mesh names. Doing this automatically adds a Level of Detail modifier and assigns 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 would have a corresponding material file named myfile.mtl. Customize processed materials with the following settings:

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

    • Skin (Advanced) – Set the following advanced modifiers for processed skinned mesh files:

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

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

Skeleton Group

The Skeleton group includes the following settings:

  • Name Skeleton – Type 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. Add one of the following modifiers:

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

    • Skeleton Proxies – The FBX Settings tool does not yet support skeleton proxies. To create joint mesh proxies, see Creating Joint Mesh Proxies.

Animations Tab

Lumberyard generates animations from key-frame data on bones.

You can do the following on the Animations tab:

  • Add another animation – Create animation skeleton key-frame data (.caf) from the original .fbx file.

  • Group name – Type 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 choose another bone as the root of your animated skeleton. You can only pick one root bone to use per skeleton group.

  • Start frame – Set the first keyframe of the animation to process.

  • End frame – Set the last keyframe of the animation to process.

  • Add Modifier – Add a modifier to the processed animation:

    • 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.

    To delete a modifier or group, click the X for the entry.