IN THIS ARTICLE
Customize Asset Processing with Scene Settings
Meshes, actors, motions, and PhysX colliders created in third-party digital content creation (DCC) applications must be processed as runtime optimized product assets to be used in Open 3D Engine (O3DE). To provide the broadest support for DCC applications and scene file formats, O3DE integrates the
Open Asset Import Library . O3DE uses .fbx
as its primary format for 3D scene source assets. O3DE also supports .stl
, and support for .gltf
is enabled and currently in development.
When source assets are placed in a scan directory, Asset Processor detects the new or modified files, determines the contents of the files, and then processes the data using basic default settings. However, 3D scene files can be complex and might contain data that’s necessary for an artist, animator, or designer, but isn’t necessary for a product asset. Data in the source asset might require special handling such as processing custom normals or a coordinate space change. With Scene Settings, you can specify the data in the source asset to process and customize how it’s processed.
Scene Settings creates a .assetinfo
sidecar file containing your custom processing options for a source asset. The source asset is not changed. When Asset Processor processes the source asset, it uses the options in the .assetinfo
file to generate product assets.
Scene Settings topics
The topics in this section provide general information about the Scene Settings interface, product asset output types and modifiers that you can use to customize how 3D scene source assets are processed.
Topic | Description |
---|---|
Scene format support | In depth information on scene data supported in O3DE, as well as considerations when creating source assets. |
Interface | An overview of the Scene Settings interface and the options it displays based on the contents of source assets. |
Meshes | An explanation of the Meshes tab, and the modifiers you can add to customize mesh product asset generation. |
Actors | An explanation of the Actors tab, and the modifiers you can add to customize actor product asset generation. |
Motions | An explanation of the Motions tab, and the modifiers you can add to customize motion product asset generation. |
PhysX | An explanation of the PhysX tab, and how to customize the generation of PhysX collider meshes and collider product assets. |