diff --git a/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/MaterialAssetBuilderComponent.cpp b/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/MaterialAssetBuilderComponent.cpp index a7ee299989..91c9803955 100644 --- a/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/MaterialAssetBuilderComponent.cpp +++ b/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/MaterialAssetBuilderComponent.cpp @@ -69,7 +69,7 @@ namespace AZ void MaterialAssetDependenciesComponent::ReportJobDependencies(SceneAPI::JobDependencyList& jobDependencyList, const char* platformIdentifier) { AssetBuilderSDK::SourceFileDependency materialTypeSource; - // Right now, FBX importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554 + // Right now, scene file importing only supports a single material type, once that changes, this will have to be re-designed, see ATOM-3554 RPI::MaterialConverterBus::BroadcastResult(materialTypeSource.m_sourceFileDependencyPath, &RPI::MaterialConverterBus::Events::GetMaterialTypePath); AssetBuilderSDK::JobDependency jobDependency; @@ -94,7 +94,7 @@ namespace AZ { // [GFX TODO] I am suggesting we use the first two 16bits for different kind of assets generated from a Scene // For example, 0x10000 for mesh, 0x20000 for material, 0x30000 for animation, 0x40000 for scene graph and etc. - // so the subid can be evaluated for reference across different assets generate within this fbx. + // so the subid can be evaluated for reference across different assets generate within this scene file. /*const uint32_t materialPrefix = 0x20000; AZ_Assert(materialPrefix > materialId, "materialId should be smaller than materialPrefix"); return materialPrefix + materialId;*/ @@ -148,7 +148,7 @@ namespace AZ // The source data for generating material asset MaterialSourceData sourceData; - // User hook to create their materials based on the data from Fbx pipeline + // User hook to create their materials based on the data from the scene pipeline bool result = false; RPI::MaterialConverterBus::BroadcastResult(result, &RPI::MaterialConverterBus::Events::ConvertMaterial, *materialData, sourceData); if (result) diff --git a/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/ModelAssetBuilderComponent.cpp b/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/ModelAssetBuilderComponent.cpp index 0b5cbb96ca..bfb0979d5c 100644 --- a/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/ModelAssetBuilderComponent.cpp +++ b/Gems/Atom/RPI/Code/Source/RPI.Builders/Model/ModelAssetBuilderComponent.cpp @@ -995,7 +995,7 @@ namespace AZ if (numInfluencesExcess > 0) { AZ_Warning(s_builderName, warnedExcessOfSkinInfluences, - "Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in FBX Settings.", + "Mesh %s has more skin influences (%d) than the maximum (%d). Skinning influences won't be normalized. Maximum number of skin influences can be increased with a Skin Modifier in Scene Settings.", sourceMesh.m_name.GetCStr(), m_numSkinJointInfluencesPerVertex + numInfluencesExcess, m_numSkinJointInfluencesPerVertex); diff --git a/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentExporter.cpp b/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentExporter.cpp index f917a4bcc2..0a311a4a81 100644 --- a/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentExporter.cpp +++ b/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/EditorMaterialComponentExporter.cpp @@ -41,7 +41,7 @@ namespace AZ AZStd::string label; if (assetId.IsValid()) { - // Material assets that are exported through the FBX pipeline have their filenames generated by adding + // Material assets that are exported through the scene pipeline have their filenames generated by adding // the DCC material name as a prefix and a unique number to the end of the source file name. // Rather than storing the DCC material name inside of the material asset we can reproduce it by removing // the prefix and suffix from the product file name. diff --git a/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialThumbnail.cpp b/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialThumbnail.cpp index ff37a51bfc..a850a5c9e8 100644 --- a/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialThumbnail.cpp +++ b/Gems/AtomLyIntegration/CommonFeatures/Code/Source/Material/MaterialThumbnail.cpp @@ -100,7 +100,7 @@ namespace AZ { return GetAssetId(key, RPI::MaterialAsset::RTTI_Type()).IsValid() && - // in case it's a source fbx, it will contain both material and model products + // in case it's a source scene file, it will contain both material and model products // model thumbnails are handled by MeshThumbnail !GetAssetId(key, RPI::ModelAsset::RTTI_Type()).IsValid(); } diff --git a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp index 9d686f9bba..7a32fdc385 100644 --- a/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp +++ b/Gems/AtomLyIntegration/EMotionFXAtom/Code/Source/ActorAsset.cpp @@ -95,7 +95,7 @@ namespace AZ skinnedSubMesh.m_vertexCount = aznumeric_cast(subMeshVertexCount); lodVertexCount += aznumeric_cast(subMeshVertexCount); - // The default material id used by a sub-mesh is the guid of the source .fbx plus the subId which is a unique material ID from the scene API + // The default material id used by a sub-mesh is the guid of the source scene file plus the subId which is a unique material ID from the scene API AZ::u32 subId = modelMesh.GetMaterialAsset().GetId().m_subId; AZ::Data::AssetId materialId{ actorAssetId.m_guid, subId }; diff --git a/Gems/Blast/Code/Source/Asset/BlastAsset.cpp b/Gems/Blast/Code/Source/Asset/BlastAsset.cpp index dc5f315a7f..932bb79bcb 100644 --- a/Gems/Blast/Code/Source/Asset/BlastAsset.cpp +++ b/Gems/Blast/Code/Source/Asset/BlastAsset.cpp @@ -62,7 +62,7 @@ namespace Blast } else { - // in this case we'll want to extract the physics meshes from the fbx. + // in this case we'll want to extract the physics meshes from the scene file. // We don't necessarily have access to the mesh data though, so if we want to support this, // we'll need to come up with a way to associate with the mesh data // See BlastAssetModel in the SDK sample for how to create that data diff --git a/Gems/EMotionFX/Code/EMotionFX/Pipeline/RCExt/Actor/ActorGroupExporter.cpp b/Gems/EMotionFX/Code/EMotionFX/Pipeline/RCExt/Actor/ActorGroupExporter.cpp index 64ca2b68dc..7f5558c1da 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Pipeline/RCExt/Actor/ActorGroupExporter.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Pipeline/RCExt/Actor/ActorGroupExporter.cpp @@ -160,7 +160,7 @@ namespace EMotionFX } } - // Default to the first mesh group until we get a way to choose it via the FBX settings (ATOM-13590). + // Default to the first mesh group until we get a way to choose it via the scene settings (ATOM-13590). AZStd::optional meshAssetId = AZStd::nullopt; AZ_Error("EMotionFX", atomModelAssets.size() <= 1, "Ambigious mesh for actor asset. More than one mesh group found. Defaulting to the first one."); if (!atomModelAssets.empty()) diff --git a/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Behaviors/MotionRangeRuleBehavior.cpp b/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Behaviors/MotionRangeRuleBehavior.cpp index e2847ac75c..083fd49d3e 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Behaviors/MotionRangeRuleBehavior.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Behaviors/MotionRangeRuleBehavior.cpp @@ -96,7 +96,7 @@ namespace EMotionFX const AZ::u32 frameCount = aznumeric_caster(animation->GetKeyFrameCount()); if (motionRangeRule->GetStartFrame() == 0 && motionRangeRule->GetEndFrame() == frameCount - 1) { - // if the startframe/endframe matches the fbx animation length, remove it. + // if the startframe/endframe matches the scene file's animation length, remove it. rules.RemoveRule(motionRangeRule); updated = true; } diff --git a/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Groups/IMotionGroup.h b/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Groups/IMotionGroup.h index ec8e926544..29c561051b 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Groups/IMotionGroup.h +++ b/Gems/EMotionFX/Code/EMotionFX/Pipeline/SceneAPIExt/Groups/IMotionGroup.h @@ -25,7 +25,7 @@ namespace EMotionFX ~IMotionGroup() override = default; // Ability to specify root bone can be useful if there are multiple skeletons - // stored in an fbx file or if the user wants to override the root bone automatically + // stored in a scene file or if the user wants to override the root bone automatically // selected by the code. virtual const AZStd::string& GetSelectedRootBone() const = 0; diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/MotionData.h b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/MotionData.h index d018e8c50d..fbbd50be68 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/MotionData.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/MotionData.h @@ -158,7 +158,7 @@ namespace EMotionFX virtual size_t CalcStreamSaveSizeInBytes(const SaveSettings& saveSettings) const = 0; virtual AZ::u32 GetStreamSaveVersion() const = 0; virtual bool GetSupportsOptimizeSettings() const { return true; } - virtual const char* GetFbxSettingsName() const = 0; + virtual const char* GetSceneSettingsName() const = 0; // Sampling virtual Transform SampleJointTransform(const SampleSettings& settings, AZ::u32 jointSkeletonIndex) const = 0; diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.cpp index 9368e74950..f9e0911d51 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.cpp @@ -35,7 +35,7 @@ namespace EMotionFX return aznew NonUniformMotionData(); } - const char* NonUniformMotionData::GetFbxSettingsName() const + const char* NonUniformMotionData::GetSceneSettingsName() const { return "Reduced Keyframes (slower, mostly smaller)"; } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.h b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.h index abb633f1a7..ec2ddff0ad 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/NonUniformMotionData.h @@ -52,7 +52,7 @@ namespace EMotionFX bool Save(MCore::Stream* stream, const SaveSettings& saveSettings) const override; size_t CalcStreamSaveSizeInBytes(const SaveSettings& saveSettings) const override; AZ::u32 GetStreamSaveVersion() const override; - const char* GetFbxSettingsName() const override; + const char* GetSceneSettingsName() const override; Transform SampleJointTransform(const SampleSettings& settings, AZ::u32 jointSkeletonIndex) const override; void SamplePose(const SampleSettings& settings, Pose* outputPose) const override; diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.cpp b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.cpp index a74ee8c45f..296f4adf62 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.cpp @@ -36,7 +36,7 @@ namespace EMotionFX return aznew UniformMotionData(); } - const char* UniformMotionData::GetFbxSettingsName() const + const char* UniformMotionData::GetSceneSettingsName() const { return "Evenly Spaced Keyframes (faster, mostly larger)"; } diff --git a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.h b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.h index 3b8ff21d58..c92ce192b2 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.h +++ b/Gems/EMotionFX/Code/EMotionFX/Source/MotionData/UniformMotionData.h @@ -49,7 +49,7 @@ namespace EMotionFX size_t CalcStreamSaveSizeInBytes(const SaveSettings& saveSettings) const override; AZ::u32 GetStreamSaveVersion() const override; bool GetSupportsOptimizeSettings() const override { return false; } - const char* GetFbxSettingsName() const override; + const char* GetSceneSettingsName() const override; // Overloaded. Transform SampleJointTransform(const SampleSettings& settings, AZ::u32 jointSkeletonIndex) const override; diff --git a/Gems/EMotionFX/Code/Source/Editor/PropertyWidgets/MotionDataHandler.cpp b/Gems/EMotionFX/Code/Source/Editor/PropertyWidgets/MotionDataHandler.cpp index e3dbe7efb4..94c90f4676 100644 --- a/Gems/EMotionFX/Code/Source/Editor/PropertyWidgets/MotionDataHandler.cpp +++ b/Gems/EMotionFX/Code/Source/Editor/PropertyWidgets/MotionDataHandler.cpp @@ -76,7 +76,7 @@ namespace EMotionFX const MotionDataFactory& factory = GetEMotionFX().GetMotionManager()->GetMotionDataFactory(); for (size_t i = 0; i < factory.GetNumRegistered(); ++i) { - GUI->addItem(factory.GetRegistered(i)->GetFbxSettingsName()); + GUI->addItem(factory.GetRegistered(i)->GetSceneSettingsName()); m_typeIds.emplace_back(factory.GetRegistered(i)->RTTI_GetType()); } diff --git a/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorActorComponent.h b/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorActorComponent.h index 6d7d876954..1629e07fdd 100644 --- a/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorActorComponent.h +++ b/Gems/EMotionFX/Code/Source/Integration/Editor/Components/EditorActorComponent.h @@ -161,7 +161,7 @@ namespace EMotionFX bool m_forceUpdateJointsOOV = false; // \todo attachmentTarget node nr - // Note: LOD work in progress. For now we use one material instead of a list of material, because we don't have the support for LOD with multiple FBXs. + // Note: LOD work in progress. For now we use one material instead of a list of material, because we don't have the support for LOD with multiple scene files. // We purposely kept a materialList in actorComponent and actorRenderNode for the flexibility in future. // At the moment, the materialList stores duplicates of the same material. AzFramework::SimpleAssetReference m_materialPerActor; diff --git a/Gems/EMotionFX/Code/Source/Integration/System/SystemComponent.cpp b/Gems/EMotionFX/Code/Source/Integration/System/SystemComponent.cpp index 131ff2ff7c..b0384c7577 100644 --- a/Gems/EMotionFX/Code/Source/Integration/System/SystemComponent.cpp +++ b/Gems/EMotionFX/Code/Source/Integration/System/SystemComponent.cpp @@ -485,7 +485,7 @@ namespace EMotionFX SetMediaRoot("@assets@"); // \todo Right now we're pointing at the @devassets@ location (source) and working from there, because .actor and .motion (motion) aren't yet processed through - // the FBX pipeline. Once they are, we'll need to update various segments of the Tool to always read from the @assets@ cache, but write to the @devassets@ data/metadata. + // the scene pipeline. Once they are, we'll need to update various segments of the Tool to always read from the @assets@ cache, but write to the @devassets@ data/metadata. EMotionFX::GetEMotionFX().InitAssetFolderPaths(); // Register EMotionFX event handler diff --git a/Gems/EMotionFX/Code/Tests/Game/SamplePerformanceTests.cpp b/Gems/EMotionFX/Code/Tests/Game/SamplePerformanceTests.cpp index 87f4b46955..96e5014304 100644 --- a/Gems/EMotionFX/Code/Tests/Game/SamplePerformanceTests.cpp +++ b/Gems/EMotionFX/Code/Tests/Game/SamplePerformanceTests.cpp @@ -770,13 +770,13 @@ namespace EMotionFX TEST_F(PerformanceTestFixture, DISABLED_MotionSamplingPerformanceNonUniform) { - // Make sure that the motion is set to use NonUniform sampling! Change this in the Fbx settings! Otherwise you get wrong results. + // Make sure that the motion is set to use NonUniform sampling! Change this in the scene settings! Otherwise you get wrong results. TestMotionSamplingPerformance("@assets@\\animationsamples\\advanced_rinlocomotion\\motions\\rin_idle.motion"); } TEST_F(PerformanceTestFixture, DISABLED_MotionSamplingPerformanceUniform) { - // Make sure that the motion is set to use Uniform sampling! Change this in the Fbx settings! Otherwise you get wrong results. + // Make sure that the motion is set to use Uniform sampling! Change this in the scene settings! Otherwise you get wrong results. TestMotionSamplingPerformance("@assets@\\animationsamples\\advanced_rinlocomotion\\motions\\rin_walk_kick_01.motion"); } diff --git a/Gems/EMotionFX/Code/Tests/UI/CanUseFileMenu.cpp b/Gems/EMotionFX/Code/Tests/UI/CanUseFileMenu.cpp index f599985cfa..53b9ec8aa4 100644 --- a/Gems/EMotionFX/Code/Tests/UI/CanUseFileMenu.cpp +++ b/Gems/EMotionFX/Code/Tests/UI/CanUseFileMenu.cpp @@ -249,7 +249,7 @@ namespace EMotionFX LoadActor(actorFilename.toUtf8().data(), false); ASSERT_EQ(EMotionFX::GetActorManager().GetNumActorInstances(), 2) << "Failed to merge Actor."; - // We can't test Save Selected Actor as we would it would involve mocking fbx scene handling. + // We can't test Save Selected Actor as we would it would involve mocking source scene handling. // Add the filename to the recent actorsa anyway, so we can test that functionality. EMStudio::GetMainWindow()->AddRecentActorFile(actorFilename); @@ -634,7 +634,7 @@ namespace EMotionFX motionSet->SetFilename(motionsetFilename.toUtf8().constData()); motionSet->SetDirtyFlag(true); - // Don't create an actor or motion as we can't save that due to fbx scene requirements. + // Don't create an actor or motion as we can't save that due to source scene requirements. EMStudio::Workspace* workspace = EMStudio::GetManager()->GetWorkspace(); const QString workspaceFilename = GenerateTempWorkspaceFilename(); diff --git a/Gems/LmbrCentral/Code/include/LmbrCentral/Rendering/MaterialAsset.h b/Gems/LmbrCentral/Code/include/LmbrCentral/Rendering/MaterialAsset.h index 22c41863a8..6ce3861233 100644 --- a/Gems/LmbrCentral/Code/include/LmbrCentral/Rendering/MaterialAsset.h +++ b/Gems/LmbrCentral/Code/include/LmbrCentral/Rendering/MaterialAsset.h @@ -28,8 +28,8 @@ namespace LmbrCentral }; /*! - * FBX Material asset type configuration. - * Reflect as: AzFramework::SimpleAssetReference + * Source scene file Material asset type configuration. + * Reflect as: AzFramework::SimpleAssetReference */ class DccMaterialAsset { diff --git a/Gems/NvCloth/Code/Source/Components/EditorClothComponent.cpp b/Gems/NvCloth/Code/Source/Components/EditorClothComponent.cpp index f2730b0bac..a71866fc6f 100644 --- a/Gems/NvCloth/Code/Source/Components/EditorClothComponent.cpp +++ b/Gems/NvCloth/Code/Source/Components/EditorClothComponent.cpp @@ -68,7 +68,7 @@ namespace NvCloth // Mesh Node ->DataElement(Editor::MeshNodeSelector, &ClothConfiguration::m_meshNode, "Mesh node", - "List of mesh nodes with cloth simulation data. These are the nodes selected inside Cloth Modifiers in FBX Editor Settings.") + "List of mesh nodes with cloth simulation data. These are the nodes selected inside Cloth Modifiers in Scene Settings.") ->Attribute(AZ::Edit::UIHandlers::EntityId, &ClothConfiguration::GetEntityId) ->Attribute(AZ::Edit::Attributes::StringList, &ClothConfiguration::PopulateMeshNodeList) ->Attribute(AZ::Edit::Attributes::ChangeNotify, AZ::Edit::PropertyRefreshLevels::EntireTree) diff --git a/Gems/NvCloth/Code/Source/Editor/MeshNodeHandler.cpp b/Gems/NvCloth/Code/Source/Editor/MeshNodeHandler.cpp index 168a5348c1..20a6c91c89 100644 --- a/Gems/NvCloth/Code/Source/Editor/MeshNodeHandler.cpp +++ b/Gems/NvCloth/Code/Source/Editor/MeshNodeHandler.cpp @@ -25,8 +25,8 @@ namespace NvCloth { widget_t* picker = new widget_t(parent); - // Set edit button appearance to go to FBX Settings dialog - picker->GetEditButton()->setToolTip("Open FBX Settings to setup Cloth Modifiers"); + // Set edit button appearance to go to Scene Settings dialog + picker->GetEditButton()->setToolTip("Open Scene Settings to setup Cloth Modifiers"); picker->GetEditButton()->setText(""); picker->GetEditButton()->setEnabled(false); @@ -106,7 +106,7 @@ namespace NvCloth AZ::Data::Asset meshAsset = GetMeshAsset(GUI->GetEntityId()); if (meshAsset) { - // Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's FBX Settings. + // Open the asset with the preferred asset editor, which for Mesh and Actor Assets it's Scene Settings. bool handled = false; AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotificationBus::Broadcast( &AzToolsFramework::AssetBrowser::AssetBrowserInteractionNotifications::OpenAssetInAssociatedEditor, meshAsset.GetId(), handled); diff --git a/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRule.cpp b/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRule.cpp index d99797751e..9870dd1f96 100644 --- a/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRule.cpp +++ b/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRule.cpp @@ -19,7 +19,7 @@ namespace NvCloth namespace Pipeline { // It's necessary for the rule to specify the system allocator, otherwise - // the editor crashes when deleting the cloth modifier from FBX Settings. + // the editor crashes when deleting the cloth modifier from Scene Settings. AZ_CLASS_ALLOCATOR_IMPL(ClothRule, AZ::SystemAllocator, 0) const char* const ClothRule::DefaultChooseNodeName = "Choose a node"; diff --git a/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.cpp b/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.cpp index 15e3e34df0..c9df74ff61 100644 --- a/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.cpp +++ b/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.cpp @@ -61,7 +61,7 @@ namespace NvCloth [[maybe_unused]] const AZ::SceneAPI::Containers::Scene& scene, AZ::SceneAPI::DataTypes::IManifestObject& target) { - // When a cloth rule is created in the FBX Editor Settings... + // When a cloth rule is created in the Scene Settings... if (target.RTTI_IsTypeOf(ClothRule::TYPEINFO_Uuid())) { ClothRule* clothRule = azrtti_cast(&target); diff --git a/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.h b/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.h index 04dbc34eb1..eff6e8990d 100644 --- a/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.h +++ b/Gems/NvCloth/Code/Source/Pipeline/SceneAPIExt/ClothRuleBehavior.h @@ -39,7 +39,7 @@ namespace NvCloth //! It specifies the valid Scene Groups that are allowed to have //! cloth rules (aka cloth modifiers), these are Mesh and Actor groups. //! It also validates the cloth rules data for the manifest (asset containing - //! all the Scene information from the FBX Editor Settings). + //! all the Scene information from the Scene Settings). class ClothRuleBehavior : public AZ::SceneAPI::SceneCore::BehaviorComponent , public AZ::SceneAPI::Events::ManifestMetaInfoBus::Handler diff --git a/Gems/PhysX/Code/Source/EditorColliderComponent.cpp b/Gems/PhysX/Code/Source/EditorColliderComponent.cpp index 0e476546ee..46598a13a4 100644 --- a/Gems/PhysX/Code/Source/EditorColliderComponent.cpp +++ b/Gems/PhysX/Code/Source/EditorColliderComponent.cpp @@ -56,7 +56,7 @@ namespace PhysX ->Attribute(AZ::Edit::Attributes::AutoExpand, true) ->DataElement(AZ::Edit::UIHandlers::Default, &EditorProxyAssetShapeConfig::m_pxAsset, "PhysX Mesh", "PhysX mesh collider asset") ->Attribute(AZ_CRC_CE("EditButton"), "") - ->Attribute(AZ_CRC_CE("EditDescription"), "Open in FBX Settings") + ->Attribute(AZ_CRC_CE("EditDescription"), "Open in Scene Settings") ->DataElement(AZ::Edit::UIHandlers::Default, &EditorProxyAssetShapeConfig::m_configuration, "Configuration", "Configuration of asset shape") ->Attribute(AZ::Edit::Attributes::Visibility, AZ::Edit::PropertyVisibility::ShowChildrenOnly); } diff --git a/Gems/PhysX/Code/Source/Pipeline/MeshAssetHandler.cpp b/Gems/PhysX/Code/Source/Pipeline/MeshAssetHandler.cpp index fcc07e2eed..a04b9327ac 100644 --- a/Gems/PhysX/Code/Source/Pipeline/MeshAssetHandler.cpp +++ b/Gems/PhysX/Code/Source/Pipeline/MeshAssetHandler.cpp @@ -165,7 +165,7 @@ namespace PhysX ; // Note: This class needs to have edit context reflection so PropertyAssetCtrl::OnEditButtonClicked - // can open the asset with the preferred asset editor (FBX Settings). + // can open the asset with the preferred asset editor (Scene Settings). if (auto* editContext = serializeContext->GetEditContext()) { editContext->Class("PhysX Mesh Asset", "") diff --git a/Gems/PhysX/Code/Source/Pipeline/MeshExporter.cpp b/Gems/PhysX/Code/Source/Pipeline/MeshExporter.cpp index f92b2d30e6..c2b80051fe 100644 --- a/Gems/PhysX/Code/Source/Pipeline/MeshExporter.cpp +++ b/Gems/PhysX/Code/Source/Pipeline/MeshExporter.cpp @@ -63,7 +63,7 @@ namespace PhysX } } pxDefaultErrorCallback; - // A struct to store the geometry data per FBX node + // A struct to store the geometry data per scene node struct NodeCollisionGeomExportData { AZStd::vector m_vertices; @@ -500,10 +500,10 @@ namespace PhysX assetData.m_materialNames = meshGroup.GetMaterialSlots(); assetData.m_physicsMaterialNames = meshGroup.GetPhysicsMaterials(); - // Updating materials lists from new materials gathered from fbx - // because this exporter runs when the FBX is being processed, which + // Updating materials lists from new materials gathered from the source scene file + // because this exporter runs when the source scene is being processed, which // could have a different content from when the mesh group info was - // entered in FBX Settings Editor. + // entered in Scene Settings Editor. if (!Utils::UpdateAssetPhysicsMaterials(assetMaterialsData.m_fbxMaterialNames, assetData.m_materialNames, assetData.m_physicsMaterialNames)) { return SceneEvents::ProcessingResult::Failure; diff --git a/Gems/PhysX/Code/Source/Pipeline/MeshExporter.h b/Gems/PhysX/Code/Source/Pipeline/MeshExporter.h index 8307e8289b..3bb6bea456 100644 --- a/Gems/PhysX/Code/Source/Pipeline/MeshExporter.h +++ b/Gems/PhysX/Code/Source/Pipeline/MeshExporter.h @@ -59,7 +59,7 @@ namespace PhysX //! A struct to store the materials of the mesh nodes selected in a mesh group. struct AssetMaterialsData { - //! Material names coming from FBX. + //! Material names coming from the source scene file. AZStd::vector m_fbxMaterialNames; //! Look-up table for fbxMaterialNames. diff --git a/Gems/SceneProcessing/Code/Include/Config/SceneProcessingConfigBus.h b/Gems/SceneProcessing/Code/Include/Config/SceneProcessingConfigBus.h index 24e36d6830..c6ebdd9870 100644 --- a/Gems/SceneProcessing/Code/Include/Config/SceneProcessingConfigBus.h +++ b/Gems/SceneProcessing/Code/Include/Config/SceneProcessingConfigBus.h @@ -70,7 +70,7 @@ namespace AZ * AddFileSoftName("_anim", PatternMatcher::MatchApproach::PostFix, "Ignore", false, * SceneAPI::DataTypes::IAnimationData::TYPEINFO_Name()) * If the filename ends with "_anim" this will mark all nodes as "Ignore" unless they're derived from IAnimationData. - * This will cause only animations to be exported from the .fbx file even if there's other data available. + * This will cause only animations to be exported from the source scene file even if there's other data available. */ virtual bool AddFileSoftName(const char* pattern, SceneAPI::SceneCore::PatternMatcher::MatchApproach approach, const char* virtualType, bool inclusive, const AZStd::string& graphObjectTypeName) = 0; diff --git a/Gems/SceneProcessing/Code/Source/Config/Components/SceneProcessingConfigSystemComponent.cpp b/Gems/SceneProcessing/Code/Source/Config/Components/SceneProcessingConfigSystemComponent.cpp index 6f1aab3e04..747253d5b1 100644 --- a/Gems/SceneProcessing/Code/Source/Config/Components/SceneProcessingConfigSystemComponent.cpp +++ b/Gems/SceneProcessing/Code/Source/Config/Components/SceneProcessingConfigSystemComponent.cpp @@ -42,7 +42,7 @@ namespace AZ m_softNames.push_back(aznew NodeSoftNameSetting("^.*_[Pp][Hh][Yy][Ss](_optimized)?$", PatternMatcher::MatchApproach::Regex, "PhysicsMesh", true)); m_softNames.push_back(aznew NodeSoftNameSetting("_ignore", PatternMatcher::MatchApproach::PostFix, "Ignore", false)); // If the filename ends with "_anim" this will mark all nodes as "Ignore" unless they're derived from IAnimationData. This will - // cause only animations to be exported from the .fbx file even if there's other data available. + // cause only animations to be exported from the source scene file even if there's other data available. m_softNames.push_back(aznew FileSoftNameSetting("_anim", PatternMatcher::MatchApproach::PostFix, "Ignore", false, { FileSoftNameSetting::GraphType(SceneAPI::DataTypes::IAnimationData::TYPEINFO_Name()) })); @@ -166,7 +166,7 @@ namespace AZ "Soft naming conventions", "Update the naming conventions to suit your project.") ->Attribute(AZ::Edit::Attributes::AutoExpand, false) ->DataElement(AZ::Edit::UIHandlers::Default, &SceneProcessingConfigSystemComponent::m_UseCustomNormals, - "Use Custom Normals", "When enabled, Open 3D Engine will use the DCC assets custom or tangent space normals. When disabled, the normals will be averaged. This setting can be overridden on individual FBX asset settings.") + "Use Custom Normals", "When enabled, Open 3D Engine will use the DCC assets custom or tangent space normals. When disabled, the normals will be averaged. This setting can be overridden on an individual scene file's asset settings.") ->Attribute(AZ::Edit::Attributes::AutoExpand, false); } } diff --git a/Gems/SceneProcessing/Code/Source/Generation/Components/TangentGenerator/TangentGenerateComponent.cpp b/Gems/SceneProcessing/Code/Source/Generation/Components/TangentGenerator/TangentGenerateComponent.cpp index 9ada34a270..e8798de0b6 100644 --- a/Gems/SceneProcessing/Code/Source/Generation/Components/TangentGenerator/TangentGenerateComponent.cpp +++ b/Gems/SceneProcessing/Code/Source/Generation/Components/TangentGenerator/TangentGenerateComponent.cpp @@ -107,7 +107,7 @@ namespace AZ::SceneGenerationComponents return AZ::SceneAPI::Events::ProcessingResult::Failure; } - // Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from Fbx, as they only have xyz. + // Now that we have the tangents and bitangents, calculate the tangent w values for the ones that we imported from the scene file, as they only have xyz. UpdateFbxTangentWValues(graph, nodeIndex, mesh); } @@ -122,7 +122,7 @@ namespace AZ::SceneGenerationComponents size_t uvSetIndex = 0; while (uvData) { - // Get the tangents and bitangents from Fbx. + // Get the tangents and bitangents from the source scene. AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx); AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, uvSetIndex, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx); @@ -197,7 +197,7 @@ namespace AZ::SceneGenerationComponents return true; // No fatal error } - // Check if we had tangents inside the Fbx file. + // Check if we had tangents inside the source scene file. AZ::SceneAPI::DataTypes::IMeshVertexTangentData* fbxTangentData = AZ::SceneAPI::SceneData::TangentsRule::FindTangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx); AZ::SceneAPI::DataTypes::IMeshVertexBitangentData* fbxBitangentData = AZ::SceneAPI::SceneData::TangentsRule::FindBitangentData(graph, nodeIndex, 0, AZ::SceneAPI::DataTypes::TangentSpace::FromFbx); @@ -211,7 +211,7 @@ namespace AZ::SceneGenerationComponents requiredSpaces.emplace_back(AZ::SceneAPI::DataTypes::TangentSpace::MikkT); } - // If all we need is import from FBX, and we have tangent data from Fbx already, then skip generating. + // If all we need is import from the source scene, and we have tangent data from the source scene already, then skip generating. if ((requiredSpaces.size() == 1 && requiredSpaces[0] == AZ::SceneAPI::DataTypes::TangentSpace::FromFbx) && fbxTangentData && fbxBitangentData) { return true; diff --git a/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderWorker.cpp b/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderWorker.cpp index 20c0dece37..6f1e54aa82 100644 --- a/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderWorker.cpp +++ b/Gems/SceneProcessing/Code/Source/SceneBuilder/SceneBuilderWorker.cpp @@ -50,7 +50,7 @@ namespace SceneBuilder if (m_cachedFingerprint.empty()) { // put them in an ORDERED set so that changing the reflection - // or the gems loaded does not invalidate FBX files due to order of reflection changing. + // or the gems loaded does not invalidate scene files due to order of reflection changing. AZStd::set fragments; AZ::SerializeContext* context = nullptr; @@ -350,7 +350,7 @@ namespace SceneBuilder AZ::u32 SceneBuilderWorker::BuildSubId(const AZ::SceneAPI::Events::ExportProduct& product) const { // Instead of the just the lower 16-bits, use the full 32-bits that are available. There are production examples of - // uber-fbx files that contain hundreds of meshes that need to be split into individual mesh objects as an example. + // uber-scene files that contain hundreds of meshes that need to be split into individual mesh objects as an example. AZ::u32 id = static_cast(product.m_id.GetHash()); if (product.m_lod.has_value())