Lumberyard
User Guide (Version 1.15)

FBX Soft Naming Conventions

You can use soft naming conventions when authoring assets in your digital content creation (DCC) tools, such as Autodesk 3ds Max or Maya. Soft naming conventions are prefixes or suffixes that you add to either your scene's DCC node or the .fbx file name. In Lumberyard, Asset Processor recognizes these soft naming conventions and then applies an action based on the specified soft naming convention.

Lumberyard provides soft naming conventions as a convenience for content creators to automate steps that are typically done manually in the FBX Settings tool. Depending on the soft naming conventions that you specify, Asset Processor automatically adds those modifiers to the scene settings.

Note

The Scene Processing gem is required to use the FBX Settings tool. This gem is enabled by default.

The following table lists current soft naming conventions and the actions that are applied.

Default Soft Naming Conventions

Soft Naming Convention Method Supported Modules Example Asset Processor Action
_phys Apply suffix to node name. CryPhysics, PhysX legMesh_phys Nodes with the _phys suffix are treated as a physics proxy. A physics proxy modifier is automatically added.

_lod1

_lod2

_lod3

_lod4

_lod5

Apply suffix to node name. Graphics

jack_lod1

jack_lod2

jack_lod3

jack_lod4

jack_lod5

Nodes are treated as level of detail (LOD) meshes. The scene settings automatically add an LOD modifier with each suffixed node.
_ignore Apply suffix to node name. Graphics and CryPhysics jackSkeleton_ignore Asset Processor ignores and does not process nodes with the _ignore suffix.
_anim Apply suffix to file name. CryAnimation jackMoves_anim.fbx For .fbx file names with the _anim suffix, Asset Processor processes only the animations in the .fbx file.

Viewing Soft Naming Conventions

You can use the System Entity Editor to view the current soft naming conventions for your project.

To view the soft naming conventions

  1. In the Project Configurator, choose Advanced Settings for your project.

  2. In the System Entity Editor, for Configuration, select Editor. Soft naming conventions are available only to tools and Lumberyard Editor.

  3. Expand the Scene Processing Config section to find the soft naming conventions.

    Note

    If the Scene Processing Config section does not appear, click Add Component and then click Scene Processing Config.

    
							Example System Entity Editor for default soft naming
								conventions.

Soft Naming Convention Parameters

You can use the System Entity Editor to match the files that use the specified pattern for the node name or file name. The soft naming conventions are matched based on the pattern of the node name or file name that you specify.

There are three approaches available for matching:

Postfix

Checks if the node or file name ends in the specified pattern. For file name, the extension is not included.

Prefix

Checks if the node or file name starts with the specified pattern. This approach does not include any paths that are in front of the node or file name.

Regex

For complex pattern matching, you can use regular expressions to match the entire node (for example, root.group_a.group_b.mesh) or file path (for example, example/file/object.fbx). This approach is more complex but useful if you want more granular control. For example, you can use regular expression to have all files in an /animation/ directory export only the animation files.

For Node name settings, you can specify the following:

Virtual type

Provides the list of virtual types to which the nodes are converted after their pattern matches. You can assign multiple virtual types to a single node.

Include child node

If enabled, the virtual type applies to the node and all of its child nodes. You can use this option to apply the change to a parent node and all of its children, without adding a separate rule for each child node.

For File name settings, you can specify the following:

Virtual type

Provides the list of virtual types to which the files are converted after their pattern matches.

Graph type

Select one or more graph types to which the virtual type is applied.

Inclusive

If enabled, the virtual type applies to all graph node types that are selected. If disabled, the virtual type applies to all graph node types that are unselected.

Examples

Using these parameters, you can customize how Asset Processor processes .fbx files that you import.

Example Node Name Setting

You can pair a node name that is found in a source asset file to a predefined Lumberyard virtual type.

  1. For Node name setting, for Pattern, specify _lod1.

  2. For Matcher, specify Postfix.

  3. For Virtual type, specify LODMESH1 and select the Include child nodes check box.

  4. When Asset Processor processes the .fbx file, it checks for node names with the _lod1 suffix. If any nodes match, Asset Processor assigns them the LODMESH1 virtual type, and the change applies to all child nodes.

Example File Name Setting

You can pair a file name that is found in a source asset file to a predefined Lumberyard virtual type.

  1. For Node name setting, for Pattern, specify anim_.

  2. For Matcher, specify Prefix.

  3. For Virtual type, specify Ignore.

  4. For Graph type, specify IAnimData and select the Inclusive check box.

  5. When Asset Processor processes your files, it checks for file names with the anim_ prefix and that use the IAnimData graph type. If any file names match, Asset Processor assigns them the Ignore virtual type.

Configuring Soft Naming Conventions

The preconfigured soft naming conventions may not apply to your workflow. You can change the existing soft naming conventions or create and delete them as needed.

To change soft naming conventions

  1. In the System Entity Editor, for Node name settings, you can specify the following options:

    1. For Pattern, specify a value. The matcher uses this value to check against the file.

    2. For Matcher, select one of the following:

      • PreFix

      • PostFix

      • Regex

    3. For Virtual type, select one of the following:

      • Ignore

      • LODMesh1LODMesh5

      • PhysicsMesh

    4. For Include child nodes, specify whether the virtual type applies to the node and its children.

  2. For File name setting, you can specify the following options:

    1. For Pattern, enter a value. The matcher uses this value to check against the file.

    2. For Matcher, select one of the following:

      • PreFix

      • PostFix

      • Regex

    3. For Virtual type, select one of the following:

      • Ignore

      • LODMesh1LODMesh5

      • PhysicsMesh

    4. For Graph type, select the graph types that you want.

    5. For Inclusive, specify whether the virtual type applies to graph node types that you selected in the previous step. If disabled, the virtual type applies to graphs that are unselected.

  3. To add a configuration, click the + icon.

  4. For Classes, choose File name setting or Node name setting and then click Save.

  5. To delete a configuration, click the x icon.

  6. Click Save.

Moving FBX Files Between Projects

Soft naming conventions are project-specific. As a result, different projects can process the .fbx file differently.

To process the FBX file the same way between projects

  1. In the FBX Settings tool, open the .fbx file that you want to move.

  2. Click Update at least once. This creates a manifest (.fbx.assetinfo) file.

  3. When you move the .fbx file to another project, move the manifest file as well. This ensures that the .fbx file is processed the same way, regardless of the soft naming conventions that you specify.