Customize FBX asset export with FBX Settings - Lumberyard User Guide

Customize FBX asset export with FBX Settings

This feature is in preview release and is subject to change.

Meshes, actors, PhysX colliders, and motions created in third-party content creation tools must be exported to a runtime format for your project. To export your assets to Lumberyard, save the assets from your content application as .fbx files. Then, place the .fbx files in one of the asset directories of your project. Lumberyard uses .fbx as an intermediate file format because most modeling and animation applications can read and create .fbx files.

FBX Settings introduction

When you place .fbx files in an asset directory in your project, Asset Processor detects the new or modified files, determines the contents of the files, and then exports the data using basic settings. However, .fbx files can be complex and might contain data that is necessary for an artist, animator, or designer, but not necessary for a runtime asset. Data in the .fbx file might require special handling such as higher precision vertex data or a coordinate space change. With FBX Settings, you can specify what data in the .fbx file to export, and how the data should be processed by Asset Processor.

When you customize export properties and add modifiers with FBX Settings, a corresponding .assetinfo file containing the settings is created for the .fbx file. The .fbx file is not changed. When Asset Processor exports the .fbx file, it uses the settings in the .assetinfo file to generate the runtime asset.

You can find a sample .fbx files in the lumberyard_version\dev\SamplesProject\Objects\Tutorials\Fbx directory, or type fbx into the search field at the top of Asset Browser to show .fbx files in your current project.