FBX Settings mesh export - Lumberyard User Guide

FBX Settings mesh export

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

Meshes contain geometry that doesn't have a skeleton and skinning data. These assets are also called static Meshes. Static meshes are most often used as props and environment objects, but can be used as interactive objects and even player avatars. Entities containing static meshes can be animated through scripts (kinematics) or PhysX simulation (dynamics).

Export a mesh

  1. Copy your .fbx file to a sub directory in your project located at lumberyard_version\dev\your_project.

    Alternatively, choose Import from the File menu in Lumberyard Editor to copy or move the .fbx file into your project.

  2. Locate the .fbx in Asset Browser.

  3. Right click the .fbx in Asset Browser and choose Edit Settings to open FBX Settings.

  4. In FBX Settings, in the Meshes tab, choose the Hierarchy button to the right of Select meshes and ensure only the meshes required for the Mesh group are selected in the mesh list.

    You can choose Add another mesh to create additional mesh groups. A runtime .cgf asset will be produced for each mesh group. A mesh group can contain any number of meshes from the Select meshes list.

  5. Set the properties for each mesh group and add modifiers to each mesh group as required. For information on Mesh group properties and modifiers, see FBX Settings Meshes tab.

  6. Optional - Set up PhysX colliders for your meshes. For more information, see FBX Settings PhysX export

  7. Choose the Update button at the bottom right of the FBX Settings window. A File progress window opens to display information about asset processing. Choose OK to close the File progress window. This step creates or updates the .assetinfo file. Asset Processor automatically processes the .fbx file and generates the runtime .cgf files for meshes, .pxmesh files for PhysX, and .mtl files for materials.

  8. Close the FBX Settings window.


    When you close FBX Settings after making changes, you might see a pop-up window warning of unsaved changes. This is a known issue and can be disregarded.

Mesh export video tutorial

To learn about exporting static meshes to Lumberyard, watch the following video tutorial.

Mesh export tips

  • Ensure that each object that needs to perform runtime collision has a PhysX mesh. Low-resolution PhysX meshes work better than high-resolution meshes. Primitives such as a cube, sphere, or capsule are best for optimal physics performance.

  • The maximum number of vertices for any static geometry is 65,536. You can export a scene where the total number of vertices exceeds 65,536, but each static geometry piece can't exceed 65,536.

    If the combined mesh has more than 65,536 vertices, make the following changes in the FBX Settings tool:

    1. In Lumberyard Editor, in the Asset Browser, right-click the .fbx file and choose Edit Settings.

    2. In the FBX Settings tool, on the Meshes tab, click Add Modifier and then choose Mesh (Advanced).

    3. Clear the Merge Meshes setting. This prevents Asset Processor from merging the meshes, which allows Asset Processor to process the geometry.