Tutorial: Importing static mesh (FBX)

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1 Tutorial: Importing static mesh (FBX) This tutorial walks you through the steps needed to import a static mesh and its materials from an FBX file. At the end of the tutorial you will have new mesh and material assets that you can place within your levels. You will learn how to do the following: Import a static mesh and its material from an FBX file into your Lumberyard project Prerequisites You must have the following before starting this tutorial: Lumberyard v1.3 or later installed Sample asset is included with Lumberyard. It can be found where you installed Lumberyard under:...\dev\samplesproject\objects\tutorials\fbx\shapes.fbx * This tutorial requires you use the SamplesProject supplied with Lumberyard. Importing a static mesh and material from an FBX file To get a static mesh and its material from an FBX file to Lumberyard, we have to import it using the FBX Importer in Lumberyard. To import a static mesh and material from an FBX file 1. Run the Lumberyard Editor. 2. Go to the main menu bar in Lumberyard and click on View > Open View Pane > FBX Importer (PREVIEW). The FBX Importer window will open.

2 3. Select the button to search for an FBX file. In this case, we are using the SamplesProject\Objects\Tutorials\Fbx\shapes.fbx file. Note: The Browse dialog will only show files in your current project. The FBX file will need to be within the current project to process it. 4. The FBX file will load in the FBX Importer window with some default settings. 5. The name by default will inherit the same name as the FBX file. You can change the name if you choose to, but in this case we can keep the default name. 6. Click on the Import button in the bottom right of the FBX Importer window. 7. A loading bar will appear displaying the processing progress. Note: If the asset processor is busy processing other objects in your level, you can click Ok and the changes will happen automatically when the processor is available.

3 8. Keep the FBX Importer window open for now, but feel free to move it to the side for now so we can work in a level. 9. If you do not have a level open yet, create a new level with default settings or open an existing one of your choice. 10. To look at our newly created.cgf from our imported FBX, we can use Lumberyard s File Browser to make it easier to drag the.cgf into the level. Go to View > Open View Pane > File Browser to open the File Browser window. 11. In the File Browser, navigate to the same directory as your FBX, which in this case is objects\tutorials\fbx\. You will see a shapes.cgf. Note: When you drag in your static mesh, the Entity will generate a random name and not inherit the name of the object you dragged.

4 12. Left-click and drag the shapes.cgf into the scene. The shapes model will now be in the level as a component entity with its material and textures already assigned to the render mesh. Note: If you are using your own FBX, you may need to set up the texture pathing for your materials if they were not mapped to textures within the Lumberyard project before you saved your FBX file. You can refer to the Getting Started Materials tutorial on how to manually assign your textures to your material. 13. Next, we will need to go back to the FBX Importer. If you accidentally closed the FBX Importer, you can open the FBX Importer again and re-open your FBX file. 14. You can add additional Rules to customize your import in the FBX Importer. Note: For additional information about the different types of rules, you can refer to the FBX Importer documentation. By default, the Material Rule isn t applied but the FBX Importer will still import the materials assigned to the mesh. 15. In the FBX Importer with the FBX file loaded, we will add the Origin Rule. Click on the drop down menu for rules and select Origin, and click the Add Rule button to add the Origin Rule to our import settings. This will allow us to make any adjustments to our FBX s origin including a Translation, Rotation, or Scale offset.

5 16. Try changing some of the settings in the Origin Rule and re-import again to see how easy it is to make quick changes to your static mesh. For example, we can change the size of the tree to be half of the current size. Under the Origin Rule, change the scale from 1.0 to 0.5, click Import, and see the change happen in your level. You can always reset the scale back to 1.0, click Import, and click OK. Note: Your changes will only be saved to the.cgf asset and in a manifest file (.scenesettings) when you click the Import button. We will cover more on the.scenesettings file a little later.

6 17. If you wanted to make additional.cgf files from your one FBX file, in the FBX Importer you can click the Add Group Configuration button. This will create another entry in the FBX Importer window for the FBX file with settings you can adjust.

7 18. In the Name field rename the new configuration cone 19. In this new configuration we are going to exlude all of the meshes except for the cone mesh. To do this press the icon. 20. An overlay will appear with the hierarchy of the nodes that are contained in the fbx file. Uncheck all the nodes in the graph by unchecking the checkbox next to Select all nodes. Then, check the mesh labeled cone and click the button labeled Select. 21. Click Import to generate the new Cone configuration. 22. The cone is now available in the File Browser and may be placed in the level by selecting cone.cgf and dragging it to the viewport.

8 As one alternate method or work flow, the Rollup Bar has a reload button for the Brush Object type if you want to place your assets as brushes. You can learn more about placing brushes from the Getting Started Object placement tutorial. 23. You should be aware that the FBX import settings are stored in a *.scenesettings file (which is written in JSON) in the same location as the FBX file. If you are using version control, you will want to check the.scenesettings file in with your FBX asset. Also in the same location as the FBX and.scenesettings is the FBX s material file. The.MTL will likely have changes applied to its settings within the Material Editor, and should also be checked in if you are using version control. Currently, the FBX Importer only imports the material the first time you import it with your FBX. If you need to reset it, you can enable the Reset File checkbox under the Material Rule. Be aware that you will lose any of your changes you have done to your material within Lumberyard Material Editor if you reset it. Something else worth noting is that the.cgf is not stored in the same location as the FBX, but instead is stored in the Cache directory outside of the Lumberyard project. The reason for this is that the only way the.cgf changes is if the FBX is re-imported. Because of this, there is no need to check in the.cgf into version control as it gets processed locally from the FBX and.scenesettings files. You have now successfully imported your static mesh and material from an FBX to be used in the Lumberyard Editor. Please refer to other tutorials in the related section for next steps. Related tasks and tutorials Now that you have exported a static mesh and its material, you should learn how to place your asset and set up materials in Lumberyard, or read more about the FBX Importer: Tutorial: Getting started Object placement Tutorial: Getting started Materials Documentation: FBX Importer

9 We d love to hear from you! Head to our Tutorial Discussion forum to share any feedback you have, including what you do or don t like about our tutorials or new content you d like to see in the near future.

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