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		<title>NVIDIA(R) Blast(R) SDK 1.1 API Reference: AuthoringTool</title>
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<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&trade; 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&trade; 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>
This tool uses the Authoring Tools Extension (<a class="el" href="pageextauthoring.html">Asset Authoring (NvBlastExtAuthoring)</a>). Therefore the restrictions on the input mesh are those of the authoring tools, see <a class="el" href="pageextauthoring.html#fracturemeshrestrictions">Mesh Restrictions</a>.<p>
<div class="fragment"><pre class="fragment">



USAGE: 

   AuthoringTool_x64 [--agg &lt;by default 1&gt;] [--cutoutBitmap &lt;by defualt empty&gt;]
                     [--normal &lt;by default 1 0 0&gt;] [--point &lt;by default 0 0 0&gt;]
                     [--ovar &lt;by default 0.0&gt;] [--avar &lt;by default 0.0&gt;]
                     [--slices &lt;by default 1 1 1&gt;] [--radius &lt;by default 1.0&gt;]
                     [--clusters &lt;by default 5&gt;] [--cells &lt;by default 5&gt;]
                     [--mode &lt;v - voronoi, c - clustered voronoi, s - slicing,
                       p - plane cut, u - cutout, i - chunks from islands.&gt;]
                     [--interiorMat &lt;by default -1&gt;] [--nonskinned] [--jsoncollision]
                     [--fbxcollision] [--fbx] [--obj] [--fbxascii] [--ll] [--tk] [--px]
                     [--clean] [--outputDir &lt;by default directory of the input file&gt;]
                     [--] [--version] [-h] &lt;infile&gt; &lt;output asset name&gt;

Where: 
   --agg &lt;by default 1&gt;
     Maximum number of collision hulls per chunk (aggregate)

   --cutoutBitmap &lt;by defualt empty&gt;
     Path to *.bmp file with cutout bitmap

   --normal &lt;by default 1 0 0&gt;
     Plane surface normal

   --point &lt;by default 0 0 0&gt;
     Plane surface point

   --ovar &lt;by default 0.0&gt;
     Slicing offset variation

   --avar &lt;by default 0.0&gt;
     Slicing angle variation

   --slices &lt;by default 1 1 1&gt;
     Number of slices per direction

   --radius &lt;by default 1.0&gt;
     Clustered Voronoi cluster radius

   --clusters &lt;by default 5&gt;
     Uniform Voronoi cluster count

   --cells &lt;by default 5&gt;
     Voronoi cells count

   --mode &lt;v - voronoi, c - clustered voronoi, s - slicing, p - plane cut,
      u - cutout, i - chunks from islands.&gt;
     Fracturing mode

   --interiorMat &lt;by default -1&gt;
     Use to setup interior material id, by default new material for
     internal surface will be created.

   --nonskinned
     Output a non-skinned FBX file

   --jsoncollision
     Save collision geometry to a json 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)

   --ll
     Output LL Blast (NvBlastAsset) to the .blast file in the output
     directory.

   --tk
     Output TkAsset to the .blast file in the output directory.

   --px
     Output ExtPxAsset to the .blast file in the output directory.

   --clean
     Try cleaning mesh before fracturing

   --outputDir &lt;by default directory of the input file&gt;
     Output directory

   --,  --ignore_rest
     Ignores the rest of the labeled arguments following this flag.

   --version
     Displays version information and exits.

   -h,  --help
     Displays usage information and exits.

   &lt;infile&gt;
     (required)  File to load

   &lt;output asset name&gt;
     (required)  Output asset name

</pre></div><p>
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