FBX Settings export properties - Lumberyard User Guide

FBX Settings export properties

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.

FBX Settings overview

With FBX Settings you can customize how Asset Processor exports your .fbx files as runtime assets. FBX Settings presents options based on the contents of the selected .fbx file.


                The FBX Settings tool interface.

Your .fbx files can contain any number of assets. You can create a single .fbx file that contains multiple characters, with LoDs, and animations, or a single .fbx file containing all the vegetation assets required for a level. When these assets are processed they appear as children of the .fbx file in Asset Browser.


                Processed FBX assets in Asset Browser.

Modify FBX Settings

  1. In Lumberyard Editor, in Asset Browser, select the .fbx file to modify.

    Tip

    Enter fbx into Asset Browser's search bar to find .fbx files.

  2. Right-click the .fbx file and then choose Edit Settings.

    
                        Right click to open FBX Settings.
  3. There are four possible tabs in FBX Settings. The available tabs depend on the contents of the .fbx file:

    • Meshes - In the Meshes tab, you can create groups and modify export settings for meshes. Exported mesh data is stored in a .cgf file.

      The Meshes tab is available if the .fbx file contains meshes.

    • Actors - In the Actors tab, you can create groups and modify export settings for actors. An actor has a skeleton and a skinned mesh, but is not necessarily a character. Any asset containing at least one bone is an actor. Actor data is stored in a .actor file.

      The Actors tab is available if the .fbx file contains at least one bone.

    • Motions - In the Motions tab, you can modify export settings for animation. Animation data is stored in a .motion file.

      The Motions tab is available if the .fbx file contains at least one bone with animated channels.

    • PhysX - In the PhysX tab, you can create groups and modify export settings for PhysX collider assets. You set properties to automatically fit primitive or generate convex collider assets based on meshes contained in the .fbx file. PhysX collider data is stored in a .pxmesh file.

      The PhysX tab is available if the .fbx file contains meshes.

    Note

    To use PhysX collider assets, you must have the PhysX Gem enabled in your project.

  4. The Meshes, Actors, and PhysX tabs can have multiple groups, each with their own modifiers. Each group creates separate runtime asset files. To add groups, choose the Add another... button at the top of the tab. To add a modifier to a group, choose the Add Modifier button in the Modifiers section of the group and select a modifier from the list.

  5. The Motions tab exports animations individually and creates a .motion file for each animation. To add motions, choose the Add another motion button at the top of the tab. To add a modifier to a motion, choose the Add Modifier button in the Modifiers section of the motion, and select a modifier from the list.

  6. To remove a modifier, motion, or group, choose the X button for the entry.

  7. Choose Update to apply your changes. A .assetinfo file containing your modified FBX settings is generated or the existing .assetinfo file is updated. Asset Processor automatically exports the data from your .fbx files. Some .fbx files might take longer to process depending on file size, complexity, and selected options and modifiers.

  8. Review the status for errors or a success message. To return to the settings, choose OK.

The exported runtime assets appear as children of the .fbx file in Asset Browser.