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# AuthoringTool

The application AuthoringTool 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.

Additionally, the user can choose how Blast™ data should be saved (in .blast file):

1) LL-asset which is Low Level asset data (NvBlastAsset). Default mode.

2) Tk-asset which is Toolkit asset data (Nv::Blast::TkAsset).

3) ExtPx-asset which incorporates Blast™ data and collision geometry for physics engine (Nv::Blast::ExtPxAsset).

.blast and .obj files may be consumed by the SampleAssetViewer.

This tool uses the Authoring Tools Extension (Asset Authoring (NvBlastExtAuthoring)). Therefore the restrictions on the input mesh are those of the authoring tools, see Mesh Restrictions.

    USAGE:

       AuthoringTool_x64 [--agg <by default 1>] [--cutoutBitmap <by defualt empty>]
                         [--normal <by default 1 0 0>] [--point <by default 0 0 0>]
                         [--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,
                           p - plane cut, u - cutout, i - chunks from islands.>]
                         [--interiorMat <by default -1>] [--nonskinned] [--jsoncollision]
                         [--fbxcollision] [--fbx] [--obj] [--fbxascii] [--ll] [--tk] [--px]
                         [--clean] [--outputDir <by default directory of the input file>]
                         [--] [--version] [-h] <infile> <output asset name>

    Where:
       --agg <by default 1>
         Maximum number of collision hulls per chunk (aggregate)

       --cutoutBitmap <by defualt empty>
         Path to *.bmp file with cutout bitmap

       --normal <by default 1 0 0>
         Plane surface normal

       --point <by default 0 0 0>
         Plane surface point

       --ovar <by default 0.0>
         Slicing offset variation

       --avar <by default 0.0>
         Slicing angle variation

       --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

       --cells <by default 5>
         Voronoi cells count

       --mode <v - voronoi, c - clustered voronoi, s - slicing, p - plane cut,
          u - cutout, i - chunks from islands.>
         Fracturing mode

       --interiorMat <by default -1>
         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 <by default directory of the input file>
         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.

       <infile>
         (required)  File to load

       <output asset name>
         (required)  Output asset name

See Copyrights for license information regarding third-party software used by ApexImporter.