Lumberyard
User Guide (Version 1.16)

Editing the FBX Settings

If you update the FBX settings or add modifiers for the .fbx file, Lumberyard generates an .assetinfo file with the .fbx file. The .assetinfo file stores the configuration and modifier settings that are applied when processing the .fbx file. The original .fbx file remains intact.

You can find a sample .fbx file in the lumberyard_version/dev/SamplesProject/Objects/Tutorials/Fbx directory.

To edit the FBX Settings

  1. In Lumberyard Editor, in the Asset Browser, select the .fbx file that you want to modify.

    Tip

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

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

  3. In the FBX Settings tool, you can specify changes for the following settings:

    • Meshes – Modify the settings for static meshes (.cgf). This tab appears if the file includes static meshes.

    • Actors – Modify the settings for actors (.actor). This tab appears if the file includes actors.

    • Motions – Modify the settings for motions (.motion). This tab appears if the file includes motions.

    • PhysX – Modify the settings for PhysX meshes (.pxmesh). This tab appears if the file includes PhysX meshes.

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

  5. Click Update to apply your changes. Asset Processor automatically updates the meshes in your level. Larger files can take longer to process.

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

Meshes

Mesh groups are a collection of meshes in your file that you want to process. By default, all meshes in your file 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.

The Meshes tab includes the following settings.

Parameter Description
Add another mesh

Create a mesh (.cgf) from the original .fbx file.

Name mesh

Enter a name for the mesh group. This name appears in the Asset Browser for the .cgf file.

Select meshes

Specify the meshes to process from your .fbx file. You should specify 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 specify how you want to process the mesh group.

You can add the following modifiers:

  • Comment

  • Level of Detail

  • Material

  • Mesh (Advanced)

  • Origin

  • CryPhysics Proxy

Comment

Add one or more comments for the file. For example, you can add 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). 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 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 has a corresponding material file named myfile.mtl.

You can customize 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 only to texture map file names.

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

Mesh (Advanced)

You can specify the following advanced modifiers for processed mesh files:

  • Vertex Precision – You can specify 16-bit or 32-bit.

    Specify 32-bit to set a higher precision in vertex data and for meshes that are big in size appear with jagged artifacts.

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

  • Use Custom Normals – If set, use custom normals when you import a mesh asset from DCC data. If disabled, Asset Processor uses the average value.

    For more information, see Using Custom Normals for DCC Assets.

  • Vertex Color Stream – If enabled, supports the ability to process vertex coloring. If available, select 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.

You can specify the following settings:

  • Relative Origin Node – Select 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 – Sets the position offset of the processed mesh.

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

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

CryPhysics Proxy

You can specify the following setting:

  • Physics meshes – Click the icon to specify the 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.

Note

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

Actors

Actors are character files with at least one bone and can contain one or more meshes. By default, all actors in your scene are processed. However, you can manually exclude individual actors within your .fbx file. You can also process multiple actors from a single .fbx file.

For more information, see Animation Editor File Types.

The Actors tab includes the following settings.

Parameter Description
Add another actor

Create an actor (.actor) from the original .fbx file.

Name actor

Enter a name for the actor group. This name appears in the Asset Browser for the .actor 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.

Select meshes

Specify the meshes to process from your .fbx file. You should specify 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 Modifiers

Add modifiers to specify how you want to process the actor group.

You can specify the following modifiers:

  • Comment

  • Mesh

  • Material

  • Skin

  • Scale actor

  • Tangents

  • Coordinate system change

Comment

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

Mesh

You can specify the following setting:

  • Optimize triangle list – If set, the Animation Editor attempts to reorder the triangles for better cache performance.

    Note

    This feature can help render performance during runtime, but Asset Processor can take longer to process the skinned mesh asset.

Material

You can specify the following settings:

  • Update materials – Select this option if you need to return to the settings that were created from the original FBX file.

  • Remove unused materials – Select this option if you want to remove material files in the .mtl file that are not present in the FBX file.

Skin

You can specify the following settings:

  • Max weights per vertex – Maximum number of bones that can influence a single vertex.

  • Weight threshold – Specify the weight threshold for the vertex. A value less than the specified value of (0.001) will be ignored during import.

Scale actor

You can specify the following setting:

  • Scale factor – Sets the multiplier for scaled geometry.

Tangents

You can import tangents and bitangents from an FBX file or generate the tangents with MikkT. To achieve the same appearance in Lumberyard, we recommend that you use the same tangent space that you used to bake the normal maps in your DCC.

You can specify the following settings:

  • Tangent space – Defines the tangent space that Lumberyard uses for an actor.

    • From FBX – Imports the tangents from the FBX file.

    • MikkT – Generates the tangents with MikkT. If the FBX file doesn't contain tangents and you select

      From FBX, then MikkT will be used as the default; this is the same behavior used for static meshes with .cfg files.

  • Bitangents – Defines how to generate or read the bitangents.

    • Use from source – Uses the bitangents from the FBX file or that received output from the tangent generator used (MikkT).

    • Orthogonal – Generates the bitangents orthogonal to the tangent and normal. This is the default setting.

  • Normalize – When set to true, Lumberyard normalizes the tangents and bitangents. When set to false, Lumberyard doesn't normalize the tangents and bitangents. The default is true.

  • UV set – Specifies the value (0 or 1) from which to generate tangents. The default setting is 0.

Note

  • Animation Editor can store bitangents in case they are not orthogonal.

  • If an old actor file is loaded, it will use the tangents that the Animation Editor already generated before the change. This is the default option until the asset is rebuilt.

  • If there are no tangent rules set on an actor, Lumberyard uses the default settings:

    • Tangent space = MikkT

    • Bitangent = Orthogonal

    • Normalize = true

    • Uv set = 0

Coordinate system change

You can specify the following setting:

  • Facing direction – Change the direction that the actor will face by applying a post transformation to the data.

    You can specify Rotate 180 degrees around the up axis or Do nothing.

Motions

Motion groups are a collection of motion files (.motion) in your scene that you want to process. By default, all motions in your scene are processed. However, you can manually exclude individual motions within your .fbx file. You can also process multiple motion groups from a single .fbx file.

For more information, see Animation Editor File Types.

The Motions tab has the following settings.

Parameter Description
Add another motion

Create a motion (.motion) from the original .fbx file.

Name motion

Enter a name for the motion group. This name appears in the Asset Browser for the .motion 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 Modifiers

Add modifiers to specify how you want to process the motion group.

You can specify the following modifiers:

  • Comment

  • Compression settings

  • Scale motion

  • Motion range

  • Coordinate system change

Comment

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

Compression setting

You can specify the following settings:

  • Max translation error tolerance – Specify the maximum error allowed in translation.

  • Max rotation error tolerance – Specify the maximum error allowed in rotation.

Scale motion

You can specify the following settings for Scale motion:

  • Scale factor – Sets the multiplier for scaled geometry.

Motion range

You can specify the following settings:

  • Start frame – The start keyframe of the animation that will be exported.

  • End frames – The end keyframe of the animation that will be exported.

Coordinate system change

You can specify the following setting:

  • Facing direction – Change the direction that the actor will face by applying a post transformation.

    You can specify Rotate 180 degrees around the up axis or Do nothing.

PhysX

PhysX groups are a collection of meshes (.pxmesh) 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.

For more information, see PxMesh Export Parameters.