IN THIS ARTICLE
Customize FBX asset export with FBX Settings
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.
Topics
- FBX Settings introduction
- FBX Settings export properties
- FBX Settings mesh export
- FBX Settings actor export
- FBX Settings motion export
- FBX Settings PhysX export
- Multiple UV sets for meshes and actors
- FBX soft naming conventions
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.