CryEngine.RC is a set of programs with which I aim to make artists' lives easier. Right now, that means enabling support for importing FBX files into the engine, but in the future I'll be adding features like conversion of PSD files.
You can download the latest build here: https://github.com/returnString/CryEngine.RC/downloads
- Extract the contents of the .zip file to your CryENGINE/Tools folder.
- Run CryEngine.RC.Pipeline.exe to start the application.
- Save your FBX files to CryENGINE/Assets, using the same hierarchy that you'd like them to use in Game/Objects (e.g., C:\Dev\CryENGINE3\Assets\Props\test.fbx will be saved as C:\Dev\CryENGINE3\Game\Objects\Props\test.cgf)
- To export individual files, right click the file in the list, and then select "Export". You can do the same for specific folders to avoid full rebuilds.
- UV maps
- Smoothing groups
- Vertex colours
- Basic physicalisation
- Only handles a single mesh
- The mesh must be at the root of the scene hierarchy
- Some 3D applications use different unit scales; use the scale factor to work around this
- Some applications may require a material to exist in order to export material IDs for submaterials
ManagedFBX is a C++/CLI wrapper around the FBX SDK that I've written to enable .NET developers to use languages like C# and Visual Basic to interact with FBX scenes. This is highly work in progress and is being developed in accordance with the features that I need for the CryENGINE FBX converter. This assembly is not a pure CLR assembly, and the FBX SDK is statically linked in.
Both the source code and builds for CryEngine.RC and ManagedFBX are available for use under the following terms:
- The software is only available for non-commercial entities, and may not be relicensed.
- You must make changes available to the public.
- In the rare event that we meet, you owe me a pint.