Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

In the menu bar, there's one menu: the File menu.

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

2. Toolbar

The toolbar has the following buttons:

3. Node List

In the Node List you can select which subtree or single node you want to import.

...

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

5. Display Options

See here.

Mesh

This part of the importer lets you import meshes and skins. 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).

...

File

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

2. Toolbar

The toolbar has four buttons:

ButtonNameDescription
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.

...

Option
Description
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.
Auto Add ProxiesAutomatically adds proxies to your mesh. See here for more information about this feature.
Expand child nodesExpands all child nodes of the currently selected node.
Collapse child nodesCollapses all child nodes of the currently selected node.
Expand all nodesExpands the list of nodes.
Collapse all nodesCollapses the entire list of nodes.
Show only skinsShows only skin nodes.

NOTE: this simply does a search for "skin". To show other nodes again, delete the text from the Search bar.

...

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

6. Display Options

View

OptionDescription
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

...

PropertyDescription
Merge islandsSelects whether to build a separate voxelization for each island (component), or use a combined one.
Use unprocessed meshesSimply copies render meshes for the current proxy set as they are. This automatically disables primitive detection flags, and makes most other flags have no effect.
Axis-aligned voxelsUse axis-aligned voxels or try to find the "best fitting" bounding box orientation.
Force single boxForces a single bounding box as the proxy.
Convex hullMake convex hull of the source mesh before voxelization.
Detect primitive surfacesDetect boxes and cylinders in the voxelization.
Detect primitive rodsDetect capsules and longer cylinders in the voxelization.
Voxel cell numberSets the voxelization resolution (along the longest dimension).
Mesh smoothing passesAmount of normal smoothing applied to voxels left approximating with meshes. More smoothing means simpler proxies, but can lead to losing too many details.
Advanced settings
Use in and max normals as mesh verticesCheck if proxy meshes lose too many important features.
Inflate primitivesSize inflation applied to detected primitives.
Inflate meshesSize inflation applied to detected meshes.
Minimal rod primitive volume efficiencyThreshold ratio of volume covered by voxels / total primitive volume. Primitive rods (long capsules and cylinders) with ratios lower than this are discarded.
Minimal surface primitive volume efficiencyThreshold ratio of volume covered by voxels / total primitive volume. Primitive surfaces (boxes and cylinders) with ratios lower than this are discarded.
Height/radius threshold for capsule/cylinder rodsRods with height/radius ration higher than this are set to be capsules.
Merge primitive surfaces threshold (in voxels)Merges initial surface approximation candidate areas within this distance.
Surface detection smoothing iterationsGenerally more iterations leads to fewer/larger surface primitives.
Surface flatness thresholdSets how flat a region should be to be considered a surface primitive candidate.
Surface alignment with mesh normal thresholdSets how closely the principal surface primitive alignment should coincide with the source mesh.
Rod candidates merge threshold (in voxels)Merges initial rod approximation candidate areas within this distance.
Rod candidates curvature thresholdBending limit for areas considered for rod approximation.
Inflate primitives for voxel removal (in cells)Once a primitive is detected, the voxels contained in it are removed. This parameter sets how much to inflate the primitive for voxel removal (it has to be removed at least a little to avoid stray voxel noise on the surface)
Primitives holes refill ratioSets how strongly to refill holes caused by primitive removal from the voxelization (larger values can lead to "bulging")
Required primitive exposed areaMinimal primitive area that should not be covered by other voxels.
Minimal surface primitive voxels numberMinimal amount of voxels in surface primitive candidate regions.
Minimal rod primitive voxels numberMinimal amount of voxels in rod primitive candidate regions.
Minimal mesh voxels numberMinimal amount of voxels in islands left for mesh approximation.
Refine voxels with source meshAlign proxy mesh vertices (based on voxels) with the source mesh. Generally recommended, unless the source mesh is too detailed or noisy.

...