Tutorial: Accessing Max tools

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Tutorial: Accessing Max tools This tutorial walks you through the steps needed to access the Max Lumberyard Tools for exporting art assets from Max into Lumberyard. At the end of the tutorial, you will know how to access the Lumberyard Tools and be familiar with the UI. You will learn how to do the following: • •

Accessing the Max Lumberyard tools Understanding the Max Lumberyard tools UI

Prerequisites You must have the following before starting this tutorial: • • •

Lumberyard 1.7.0.0 installed Autodesk Max 2014 or later versions Lumberyard Max plugin and exporter installed through Setup Assistant

Step 1: Accessing the Max Lumberyard tools The Max Lumberyard Tools are what allow users to export art assets from Max, and the tool is simple to navigate and access within Max. To access the Max Lumberyard tools 1. Run the version of Max that you have installed on your system and for which you have installed the Lumberyard Tools and plug-ins. Once Max has launched, you will need to add the Lumberyard Exporter to your Utilities by going to your Utilities Panel.

2. Click on the Configure Button Sets button to open the window to search for the Lumberyard Tools Plug-in.

3. Scroll through the Utilities list until you see the Lumberyard Tools and the Lumberyard Exporter underneath it. You will want to add an extra button to your current utilities, so increment your total buttons by 1. Drag the Lumberyard Exporter from the Utilities list onto your new empty button.

4. Click OK to confirm your changes for your Utility buttons. You should now see the Lumberyard Exporter button listed under your Utilities.

5. Click on the Lumberyard Exporter button in your Utility Panel to open the exporter.

You have successfully accessed the Max Lumberyard Tools. Next, we will go over UI for the tools.

Step 2: Understanding the Max Lumberyard exporter UI In order to properly export assets, it is helpful to understand the UI. The main window is broken up into the following sections Geometry Export, Animation Export, Material, and Options. We will go over each of these. Overview of the Max Lumberyard exporter UI 1. The Geometry Export section is for exporting any meshes or skeletons. 1. Main Window - a list of existing meshes or skeletons that have been setup for export. 2. Pick… - allows you to add an object to be exported by picking it from the scene. 3. Remove - remove the selected item(s) from the export list. 4. Add Selected - add any objects you have selected to the export list. 5. Clear List - clear out the entire export list. 6. Select in Viewport - select the object in the scene based on the active selection from the export list. 7. Export Format – a drop down menu that lists the options to choose between .cgf, .chr, and .skin for the objects you are wanting to export. There is also a .skel but this is deprecated and should not be used. 8. Export file per node – a checkbox that gives you the option to mark that each object in the export list should be a separate file, which then each object will retain its name that is displayed in the export list. If left unchecked, the default is that it will merge all objects in the list as one file. 9. Custom filename – a checkbox that gives you the option to override an object’s exported name. If left unchecked, the default is that it will export the asset to the same location as the Max file and will be exported with the same name as the Max file. 10. … - allows you to choose the path and set the custom filename of where you want to export the asset(s) to, which will then be displayed in the text field next to it. 11. Export Nodes - will export everything in the export list. 12. Show in Explorer - will show you the export location. 13. Merge all nodes – a checkbox that compiles all geometry from the export list into a single file, but this only works with non-skinned geometry. If left unchecked, the default is that it will not merge all objects as one exported file. 14. Vertex colors – a checkbox will export vertex color data. 15. Custom normals – this checkbox indicates that there is an Edit Normals modifier with custom normals applied to the object. 16. Share mesh instances – a checkbox that indicates that the object has meshes that can share drawcalls because they are identical. 17. Use 32bit precision – this checkbox is used when a mesh has more than 68k polys. 18. Morph target pos. threshold – this spinner gives you control over the minimum distance required to export vertices for morph targets. Vertices with transforms less than the threshold are not exported as part of the morph target animation. 19. Vertex animation – this checkbox is not supported at this time.

2. The Animation Export section is for exporting any animations related to a character or skeleton. 1. Use object bones (Lock) – this checkbox will automatically grab the root bone of the skeleton that is associated with geometry that is added to the Geometry Export and place the root bone in the Animation Export window. 2. Main window – a list of existing root bone(s) that have been set up for exporting animation or in relation to skeleton exporting. 3. Pick… - allows you to add an object as the root bone for animation to be exported by picking it from the scene. 4. Remove - removes the selected item(s) from the export list. 5. Add Selected - add any objects you have selected to the export list. 6. Clear List - clears out the entire export list. 7. Export Bones - exports the animation keyframes for all bones under any roots that are in the Animation Export list. The settings for the keyframes are defined by the Animation range. 8. Animation range – this section allows you to choose between exporting the entire timeline, a custom range, or multiple custom ranges. This includes the Edit custom ranges button for if you are using multiple ranges.

9. Ignore Dummy bones – this checkbox will not export data on any existing dummy bones in your animation.

3. The Material Export section is for exporting group materials with sub-materials. 1. Sync Material - update the material in Max with the material information from the Editor. 2. Create Material - export the material from Max and save it to the Editor.

4. The Options section gives you a few additional settings. 1. Show Log - opens up the Lumberyard Export log window. 2. Warnings for – this section will give you checkboxes for warnings related to Degenerate UVWs and Off-Axis Scaling when you are exporting assets. 3. Confirm File Overwrite – this checkbox will prompt a confirmation window if you are about to overwrite an existing file. 4. Keep Uncompiled Files – this checkbox will retain uncompiled files on your hard drive for the assets you exported. It is recommended to keep this turned off unless an engineer wants to check the file before it runs through the Resource Compiler, otherwise you will end up with extra unnecessary files. You have successfully accessed the Max Lumberyard Tools and have an understanding of the UI to export assets from Max. Please refer to other tutorials in the related section for next steps on how to get different art assets from Max to Lumberyard.

Related tasks and tutorials Now that you familiar with the Max Lumberyard Exporter, you can learn how to export art assets: • • •

Tutorial: Exporting static mesh (Max) Tutorial: Exporting characters (Max) Tutorial: Exporting animation (Max)

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