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diff --git a/docs/api_docs/files/pageauthoring.html b/docs/api_docs/files/pageauthoring.html index f3ff47e..0cb41db 100644 --- a/docs/api_docs/files/pageauthoring.html +++ b/docs/api_docs/files/pageauthoring.html @@ -20,46 +20,36 @@ </div> <!-- Generated by Doxygen 1.5.8 --> <div class="contents"> -<h1><a class="anchor" name="pageauthoring">AuthoringTool </a></h1>The application <b>AuthoringTool</b> is a command-line asset authoring utility. It reads a file containing a single graphics mesh (currently .fbx and .obj format are supported in this tool), and fractures it according to the parameters given in the command line. The user can configure the output of the tool. It can save render mesh geometry to .fbx or .obj files.<p> -Additionally, the user can choose how Blast™ data should be saved:<p> -1) BPXA-asset which incorporates Blast™ data and collision geometry for physics engine.<p> -2) LL-asset which is Low Level asset data<p> -3) Tk-asset which is Toolkit asset data<p> -BPXA and .obj files may be consumed by the <a class="el" href="pagesampleassetviewer.html">SampleAssetViewer</a>.<p> +<h1><a class="anchor" name="pageauthoring">AuthoringTool </a></h1>The application <b>AuthoringTool</b> is a command-line asset authoring utility. It reads a file containing a single graphics mesh (currently .fbx and .obj format are supported in this tool), and fractures it according to the parameters given in the command line. The user can configure the output of the tool. It can save render mesh geometry to .fbx or .obj files. It also optionally could save collision geometry in the same .fbx file.<p> +Additionally, the user can choose how Blast™ data should be saved (in .blast file):<p> +1) LL-asset which is Low Level asset data (<a class="el" href="struct_nv_blast_asset.html">NvBlastAsset</a>). Default mode.<p> +2) Tk-asset which is Toolkit asset data (<a class="el" href="class_nv_1_1_blast_1_1_tk_asset.html">Nv::Blast::TkAsset</a>).<p> +3) ExtPx-asset which incorporates Blast™ data and collision geometry for physics engine (<a class="el" href="class_nv_1_1_blast_1_1_ext_px_asset.html">Nv::Blast::ExtPxAsset</a>).<p> +.blast and .obj files may be consumed by the <a class="el" href="pagesampleassetviewer.html">SampleAssetViewer</a>.<p> <div class="fragment"><pre class="fragment"> -USAGE: - AuthoringTool <infile> <output asset name> [--ovar <by default 0.0>] [--avar <by default 0.0>] [--slices <by default 1 1 1>] [--radius <by default 1.0>] - [--clusters <by default 5>][--cells <by default 5>] [--mode <v - voronoi, c - clustered voronoi, s - slicing.>] - [--block] [--proto] - [--fbx] [--obj] [--fbxascii] - [--ue4] [--ll] [--tk] [--bpxa] - [--outputDir <by default directory of the input file>] [--] - [--version] [-h] +USAGE: -Where: + AuthoringTool_x64.exe [--ovar <by default + 0.0>] [--avar <by default 0.0>] + [--slices <by default 1 1 1>] + [--radius <by default 1.0>] + [--clusters <by default 5>] + [--cells <by default 5>] [--mode <v + - voronoi, c - clustered voronoi, s + - slicing.>] [--nonskinned] + [--fbxcollision] [--fbx] [--obj] + [--fbxascii] [--tk] [--px] + [--clean] [--outputDir <by default + directory of the input file>] [--] + [--version] [-h] <infile> <output + asset name> - Blast data output mode: - --bpxa output BPXA asset - --tk output Toolkit asset - --ll output Low Level asset +Where: - Blast data serialization mode: - - --block - Serialize Blast asset as continuous block of memory - --proto - Serialize Blast asset with CapnProto - - Render mesh geometry output mode: - - --fbx Output render mesh to .fbx file - --obj Output render mesh to .obj file - - - --ue4 Enable output FBX with UE4 coordinate system - --ovar <by default 0.0> Slicing offset variation @@ -69,6 +59,9 @@ Where: --slices <by default 1 1 1> Number of slices per direction + --radius <by default 1.0> + Clustered Voronoi cluster radius + --clusters <by default 5> Uniform Voronoi cluster count @@ -77,13 +70,35 @@ Where: --mode <v - voronoi, c - clustered voronoi, s - slicing.> Fracturing mode - - --radius <by default 0.5> - Cluster radius for clustered Voronoi fracturing mode. - --outputDir <output directory> - Result output directory. If is not specified, result will be saved to folder with input file. + --nonskinned + Output a non-skinned FBX file + + --fbxcollision + Add collision geometry to FBX file + + --fbx + Output a FBX mesh to the output directory + + --obj + Output a OBJ mesh to the output directory + + --fbxascii + Output FBX as an ascii file (defaults to binary output) + + --tk + Output TkAsset to the .blast file in the output directory instead of + LL Blast asset (NvBlastAsset). + + --px + Output ExtPxAsset to the .blast file in the output directory instead + of LL Blast asset (NvBlastAsset). + --clean + Try cleaning mesh before fracturing + + --outputDir <by default directory of the input file> + Output directory --, --ignore_rest Ignores the rest of the labeled arguments following this flag. @@ -94,6 +109,18 @@ Where: -h, --help Displays usage information and exits. + <infile> + (required) File to load + + <output asset name> + (required) Output asset name + + + Blast SDK: Authoring Tool + + + + </pre></div><p> <br> See <a class="el" href="pagecopyrights.html">Copyrights</a> for license information regarding third-party software used by ApexImporter.<p> |