User Guide (Version 1.14)

Working with the FBX Settings

FBX Settings is in preview release and is subject to change.

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

You can use the FBX Settings tool to convert static FBX meshes, skeletons, skins, animations, and materials into Lumberyard assets.

To open the FBX Settings tool, right-click on an .fbx file in the Asset Browser and click Edit Settings. In previous versions of Lumberyard, these settings were located in the Tools menu.

When you export or copy .fbx files into your game project directory (for example, \dev\SamplesProject\Objects), Asset Processor detects the new or modified .fbx files in the directory. Lumberyard calculates default settings from the .fbx file, which Asset Processor uses to automatically convert the file to the appropriate mesh, skeleton, materials, or animation files.


The FBX Settings tool processes .fbx files only when they are in the current game project directory.

If you update the FBX settings or add modifiers for the .fbx file, Lumberyard generates an .assetinfo file alongside 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. Lumberyard includes a sample .fbx file in the \dev\SamplesProject\Objects\Tutorials\Fbx directory.

Use the Asset Browser to access the assets that were successfully processed.

To place static mesh files (.cgf) in your game level, drag the files from the Asset Browser in Lumberyard Editor into the viewport. You can use actor and motion files to create characters in the Animation Editor (EMotionFX).


You can then use skins, skeletons, and animation files to create characters in the legacy Geppetto animation system.