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Static Geometry

This part of the importer loads static geometry meshes, i.e. it converts various file formats to CRYENGINE's internal *.cgf format. The currently supported input formats are *.fbx, *.dxf, *.dae, *.obj, and *.3ds (however, *.fbx is the preferred format). In addition, the FBX Importer provides a graphical interface to change properties of the geometry that are specific to CRYENGINE, such as level of detail settings (LOD) and User-Defined Properties (UDP).

Pic4: Import Static Geometry

1. Menu Bar

The menu bar has the following options:


Open...See here.
ImportSee here.
SaveSee here.
Save As...See here.

2. Toolbar

The toolbar has four buttons:

Import FileSee here.
Open CGFSee here.
SaveSee here.
Save asSee here.

3. Settings View

In the Settings view, you'll find general settings and settings related to the conversion of your scene.

General settings

Input filename

Name of the file that was imported.

Output filename

This is the file that will be overwritten when you click Save.
 It's either the last file you saved with Save as... or the file that you have opened with Open CGF.

Merge all nodes

Combines all meshes on the same LOD to a single mesh.

NOTE: this is a rendering optimization and does not affect the pivots of the meshes.

Scene origin

By default, the RC ignores the local transformations of root nodes, which means that their pivots are placed at the world origin and meshes are translated accordingly. When Scene origin is enabled, the local transformation is applied and root nodes keep their world space position.

Conversion Settings

The conversion settings control the scale and orientation of the CGF mesh. Use these settings for example if the coordinate system of the DCC tool used to create the source file is different from CRYENGINE's coordinate system (in Maya, Y = up instead of Z).

UnitChanges the unit of measurement in the mesh.
ScaleChanges the scale of the object.
ForwardChanges which axis points forward.
UpChanges which axis points upward.

4. Source/Target View

This panel can be changed between two different views, the Source view and the Target view, by clicking the buttons at the top.

Source View

Pic5: Source view

The Source view shows the node hierarchy, a list of materials in the source scene and a list of textures used. Essentially, it reflects the scene setup in the source file. Selecting any item displays its properties in the Properties panel (7).

This panel has two columns, Name and LOD.

NameShows the name of the node.
LODShows whether a node is an LOD mesh of its parent. An empty entry in the LOD column means that this mesh, if included in the *.cgf file, is LOD 0 (an ordinary mesh). If possible, the LOD of a node can be changed by clicking in this column. Changing the LOD of a node is possible if it is a leaf node and the child of a mesh node.

If a node does not have a drop-down menu, it does not qualify as an LOD.

Right-Click Menus

When right-clicking on the column headers (Name, LOD), you can choose to show or hide either of these columns.

When right-clicking on a node, you get the following options: 

Include this nodeIncludes the node in the exported *.cgf file.
Exclude this nodeExcludes the node from the exported *.cgf file.
Select materials used by meshIn the material list on the right column, selects all the materials used by the currently selected mesh.
Expand all nodesExpands the list of nodes.
Collapse all nodesCollapses the entire list of nodes.

Including and Excluding Nodes

By default, every node in the hierarchy is also included in the *.cgf file, indicated by the ticked box next to its name. You can exclude a node in the properties panel, or by right-clicking it in the node list. Conversely, if you untick a node, then its mesh will not appear in the *.cgf file.

Excluding a node excludes all of its children (so its entire subtree).
Example, consider a hierarchy A -> B -> C, where A is the root and a parent of B, and B is a parent of C. When you exclude B, then C is also excluded.

Target View

The Target view shows the node hierarchy of the output *.cgf file. Here you see the effect of the Merge all nodes option.

Pic6: Target view

5. Viewport

Here you'll see the graphical representation of the animation you're importing. There's one dropdown menu in the top-left corner of this panel:

Show all meshesSee here.
Show selected nodeSee here.
Show selected subtreeSee here.

6. Display Options


Show EdgesShows/hides Edges in the bottom half of the viewport when Show RC Mesh is enabled.
Show ProxiesIn Game viewport, shows proxy materials and proxy nodes in transparent blue.
Show SizeShows two boxes. The white one is the actual mesh bounding box. The grey one is a 1x1x1 cube to give some hint for the relative size of the mesh.
Show PivotsDraws a line from the center of a mesh bounding box to its origin. Makes it obvious if a cube, for example, is modeled around 0, or offset by some amount. Interesting if relative translation of meshes is off.
Viewport Mode
  • Game - Shows the final game mesh in the viewport.
  • Source - Fast-to-compute preview which does not involve the RC. It might give you a chance to debug the *.fbx file in case the RC fails an the console output is insufficient.
  • Game and Source - Opens both a Game and a Source viewport in the viewport area.
Show LODOnly useful if the *.cgf contains LODs (level of details). By setting this to N, it shows you what mesh the engine chooses for LOD N. When you have no LODs specified, then the mesh is the same for all levels.

For a description of the rest of the Display Options, click here.

7. Properties/Material Panel

This panel can either show the properties of the node selected in the Source view.

Properties Panel

Depending on whether the whole scene, a sub-tree or a single node is selected in the Node List, the following options appear:

Pic7: Properties panel

Included in Export
  • Excluded - excludes the selected node or sub-tree from export.
  • Included - includes the selected node or sub-tree in the export.
Physics Proxy

Toggles some UDP options which only make sense for proxies.

Physical Options

Jointed Breakable

This option only appears when non-mesh nodes are selected. When activated, the following options appear:

  • Gameplay Critical - Joints in the entire entity will break, even if jointed breaking is disabled overall. For example, if a level uses many breakable objects, but has disabled breaking (they don't want them to break), but they <do> want certain specific objects to break for gameplay reasons -- then only those objects with gameplay_critical will be breakable.
  • Player Can Break - Joints in the entire breakable entity can be broken by the player bumping into them.
  • Limit - Limit is a general value for several different kind of forces applied to the joint. It contains a combination of the values below. 
    ATTENTION! - This value needs to be defined, otherwise the simulation will not work correctly. 
    Crysis Example values: 100 - 500 can be broken by a bullet; 10000 can be broken by the impact of a driving vehicle or a big explosion.
  • Bend - Maximum torque around an axis perpendicular to the normal.
  • Twist - Maximum torque around the normal.
  • Pull - Maximum force applied to the joint's 1st object against the joint normal (the parts are "pulled together" as a reaction to external forces pulling them apart).
  • Push - Maximum force applied to the joint's 1st object (i.e. the one whose name is listed first in the joint's name, or if the names were not specified, the object the joint's z axis points towards) along the joint normal; joint normal is the joint's z axis, so for this value to actually be "push apart" (as a reaction to external forces pressing the parts together), this axis must be directed inside the 1st object.
  • Shift - Maximum force in the direction perpendicular to normal.
  • Constraint Limit - Force limit for the newly created constraint, is checked when the constraint hits a rotation limit and is being pushed further.
  • Constraint Min Ang - Rotation limits for the constraint (the interpretation is the same as in standalone constraints). The default is no limits.
  • Constraint Max Ang - Rotation limits for the constraint (the interpretation is the same as in standalone constraints). The default is no limits.
  • Constraint Damping - Angular damping (default 0).
  • Constraint Collides - Whether the constraint parts will ignore collisions with each other (default 1).
MassMass defines the weight of an object based on real world physics in kg. mass=0 sets the object to "unmovable". 
This is used on your base piece that will never move, e.g: on the basement of a house for example or the sign pole which should not be movable and always stay in the original position. 

When used in brushes and Geom Entities, this is the remaining part's mass. When used in regular Entities, all parts masses are scaled so that their total mass gives the mass specified in the entity properties. 
CAUTION - You must either define this value or density to ensure the simulation is working correctly.
DensityThe engine automatically calculates the mass for an object based on the density and the bounding box of an object.  Can be used alternatively to mass.
No Hit RefinementDo not perform hit-refinement at the rendermesh level – only use the phys proxy's surface type (but decals/effects will still be projected back to the rendermesh). If this is used, then the rendermesh doesn't have to have a surface type assigned – only the phys proxy material(s) should have surface types. 
By default, hit-refinement on the rendermesh is always performed, unless this string is set. Another way of having more precise ray traces is to have a dedicated 'no-collide' or 'obstruct' proxy.
Dynamically BreakableThis is a special-case string for dynamically breakable meshes (i.e. glass) – this string flags the object as "dynamically breakable". 
However this string is not required on Glass, Trees, or Cloth, as these are already flagged automatically by the engine (through surface-type system). This should only be used on new types of dynamically-breakable meshes.
Spawn As EntityIf the render geometry properties include "entity", the object will not fade out after being disconnected from the main object.
PiecesInstead of disconnecting the piece when the joint is broken, it will instantly disappear spawning a particle effect depending on the surfacetype of the proxy.
  • Stiffness - Resilience to bending and shearing (default 10).
  • Hardness - Resilience to stretching (default 10).
  • Max Stretch - If any edge is stretched more than that, it's length is re-enforced. max_stretch = 0.3 means stretched to 130% of its original length (or by 30% wrt to its original length). Default 0.01.
  • Max Impulse - Upper limit on all applied impulses. Default skeleton's mass*100.
  • Skin Distance - Sphere radius in skinning assignment. Default is the minimum of the main mesh's bounding box's dimensions.
  • Thickness - Sets the collision thickness for the skeleton. The skeleton collides as a cloth object, i.e. it has virtual spheres with this radius around each vertex, and it has less priority than the geometries it collides with (it'll un-project itself unconditionally from them). It collides with static and rigid body objects only. It will collide with parts of the same entity it belongs to, except the one it skins (this way it's possible to set up safety shells inside the object to prevent excessive deformations). Setting thickness to 0 disables all collisions.
  • Explosion Scale - Used to scale down the effect of explosions on the deformable. This lets you have visible deformations from bullet impacts, but without vastly distorting the object too far with explosions.

Custom Properties


Here you can add UDPs as key=value pairs, just as in the DCC tools. You can add UDPs for which extra widgets are not or can't be provided (think of game-specific UDPs).

Node information

Both node and mesh information are mainly for debugging. They show transformations read from the *.fbx file.

Node transformations are typically the transformations set in the DCC tool and might be different from 0,0,0.

TranslationShows the translation of the selected node in the source file.
RotationShows the rotation of the selected node in the source file.
Uniform ScaleShows the scale of the X, Y, and Z axis. If the scaling is the same on all three axis, we simplify the output and write a single value for "uniform scale" instead.  
Number of child meshesShows the number of child meshes the node has. Nodes may have more than one mesh attached. Internally, we merge them to a single mesh per node.
AttributesMainly for debugging. A list of node attributes we read from the FBX. Shows what type this node is (examples: Camera, Light, Mesh).

Mesh Information

Meshes might have their own transformations, which is an offset from their node, but this is usually 0,0,0.   Otherwise, same as "node information".

TranslationShows the translation of the selected mesh in the source file.
RotationShows the rotation of the selected mesh in the mesh file.
Uniform ScaleShows the scale of the X, Y, and Z axis. If the scaling is the same on all three axis, we simplify the output and write a single value for "uniform scale" instead.
Number of trianglesNumber of triangles the selected mesh has.
Number of verticesNumber of vertices the selected mesh has.

Material Panel

The Material panel shows all the materials present in the source file. Each source material has a Sub-material ID, Physicalization setting and Color.

Pic8: Material panel

About materials: We call the materials in the *.fbx file source materials. These are the materials you set up in the DCC tool. The engine material is the one you create in the Sandbox material editor. The engine material may have sub-materials. Purpose of the material list is to map source materials to engine sub-materials. When you have a source material with name "HeadDiff" and you assign it sub-material id 2, you say "All the vertices using material HeadDiff should use the third sub-material of the engine material" because we start counting with id 0. (sub-material 0 is the first one).


MaterialShows the material used in the scene. Each CGF has a reference to a single material. With this material picker you set the material of the output CGF.
Opens the Material Editor (only works if a material has been assigned)
Assigns a material to the scene.

Material List

The top half of the Material panel shows the materials used in the source scene.

Material name Shows the name of the material.
Sub-materialMaps a source material to a slot of the engine material that can be assigned in the Settings view. The Sub-material can be changed by clicking in the Sub-material column and choosing a sub-material from the drop-down menu that appears
PhysicalizationThe Physicalization setting is the same as in the DCC exporters. If you set the physicalization setting of a material, it also sets the same setting for all other materials with the same sub-material id.
NOTE: This setting can be changed the same way as the Sub-material: by clicking in the Physicalization column and choosing a sub-material from the drop-down menu that appears.
ColorThe Color of a source material is for previewing purposes only. Setting a source material color helps finding all vertices using this material in the preview viewport, but does not affect the color of the exported *.cgf file in any way.

Right-Click Menus

When right-clicking on the column headers (Material name, Sub-material, Physicalization, Color), you can choose to show or hide these columns.

When right-clicking on a material, you get the following options:

Select meshes using this materialSelects nodes in the Node List that use the selected material.
Select sub-material colorLets you select the color shown in the viewport for the selected material.

Generate Material

Click on "Generate material" on the right hand side if you want to generate a material from the FBX. Alternatively, you can browse for an already created material.

Texture List

The Texture List underneath the Material List shows all the textures used in the source object. This panel has four columns: FilenameExistsTIF exists and RC Defaults.


Shows the filename of the textures used.


Lets you choose the type of the texture (diffuse, bumpmap or specular). This essentially sets the preset setting for the RC when converting to CryTif.

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