Basic (or static) geometry are used as various objects in the environment that do not have any special properties assigned to them. For example, a rock would be considered static geometry because generally speaking it would not have any breakable proxies or rigs attached to it.
General Setup in DCC Tools
This tutorial assumes that users understand the basics of 3ds Max, such as the user interface and the creation of simple geometry, and can place objects in the Sandbox Editor. From there it will discuss how to prepare your assets from within 3ds Max in order to get them into the Sandbox Editor as well.
This tutorial assumes that users understand the basics of Maya, such as the user interface and the creation of simple geometry, and can place objects in the Sandbox Editor. From there it will discuss how to prepare your assets from within Maya in order to get them into the Sandbox Editor as well.
This page shows you how to import your asset via the FBX Importer tool. It assumes you have followed the 3dsMax or Maya page to correctly configure your asset, and details how to import that asset into CRYENGINE via FBX, instead of using the tool specific exporters.
Viewing the Object in Sandbox
Start Sandbox and load an existing level. Click the Brush button in the Create Object tool and locate the object.
Drag the object into the level.
Fetching and Assigning Materials
You can view the object's material by opening the Material Editor (Tools -> Material Editor).
Click the Get Properties from Selection button in the toolbar of the Material Editor window. This gets the material of the selected object:
You can assign any material to the object by selecting the material (always select the parent, not a sub-material) and clicking the leftmost button in the Material Editor toolbar (the Assign material to selection button).
- Assigning a single SubID material to an object with multiple SubIDs will assign the first ID to every surface, because it doesn't have the info for the other IDs.
- The Physics Proxy ID could be assigned to a different ID than what is specified in the object.
- Different UV layouts.
The best practice for assigning or overriding the default material on an object is to make variations on the theme when creating the asset.
Example use cases for material variations:
- The base asset is a rock with a dry looking material.
- Make another material specific to that object with a wet variation.
- Or another with moss growing on the sides.
Since you are creating the rock asset, make the variations at the same time. Since you know the structure and layout of the SubID assignment, their variations will all follow the same convention (ID1 = proxy ID2 = rock etc.) and be in the correct place when assigned.
Testing the Object
You can jump into the game by pressing Ctrl+G when in the Perspective viewport, or from the Game menu.
If you clicked the Physicalize button in 3dsMax on the proxy SubID of the material (assuming that you created a proxy), any other characters/physicalized rigid bodies will collide with the object.
Reloading the *.cgf file in the properties panel