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Please notice that i used float type, and not double as specified in the fbxdocument.h file. This difference might result in product assets that appear microscopic in o3de, requiring the source asset to be uniformly scaled by a factor of 100 for o3de’s base unit of measurement. Topics in this section cover the asset pipeline and asset processing, including what source assets are, how they are discovered and tracked, and how they are processed into runtime optimized product assets.

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O3de is developed by a community of volunteers Most dcc applications use a much smaller base measurement unit such as one cubic centimeter per world unit If you cannot find what you are looking for in the docs, notice an error, or think a topic could use additional clarification, help us make the documentation better by letting us know!

Asset builders have three core components

A descriptor for the builder, and handlers for create jobs and process job requests The descriptor provides asset processor the information required to identify the asset builder and also declares which source file types the asset builder can process. The constructdefault value is typically used in the o3de editor to generate default scene manifest entries for a source scene The update value is used to indicate the behavior component should generate scene manifest groups and rules based on the existing scene graph.

All of these tools— o3de editor, asset processor, script canvas, and so on—work together to build an interactive 3d experience that uses modern rendering techniques and gameplay logic. Describes the set of libraries, rules, and groups to process a source scene files Describes the scene graph nodes, hierarchial data, and mechanism of iteration Contains instructions on what to do with the scenegraph content

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Asset builders that are designed to manage and export parts of the scene graph.

This topic provides best practices that can help ensure the scene source assets you create in a digital content creation application (dcc) can be processed and used in open 3d engine (o3de). As @santorac pointed out we use assimp for the starting point for most asset importing

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