FBX Settings motion export - Lumberyard User Guide

FBX Settings motion export

This feature is in preview release and is subject to change.
Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

Motions contain keyframe animated sequences that can be sequenced and blended in Animation Editor and applied to actors to create behaviors. Motions must use identical skeleton hierarchies as their actor counterparts.

Export a motion

  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 Motions tab, ensure the desired root bone of the actor's skeleton is selected in the Select root bone property.

    A Motion may contain only one skeleton hierarchy, and will only export bones that are part of the selected heirarchy.

    A Motion exports a single animation sequence. If the .fbx contains multiple animation sequences, additional motions can be added by choosing Add another motion.

  5. Set the properties for each motion. Add modifiers to each motion as required. For information on Motion properties and modifiers, see FBX Settings Motions tab.

  6. 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 .motion files.

  7. 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.