CRYENGINE Tutorial - Art Asset Pipeline: Collision Proxies (Blender) @cryengine
CRYENGINE Tutorial - Art Asset Pipeline: Collision Proxies (Blender)  @cryengine
Uploaded March 2020 | Updated September 2026, 3 weeks ago
This is the third part in our art asset pipeline tutorial series covering the creation, importing and usage of Collision Proxies for Blender, hosted by Alin Alexa, Technical Support Specialist.

Timestamps:
0:00 - Introduction
0:57 - Collision Proxy Overview and Explanation
2:14 - Proxy Creation
2:37 - Material and Hierarchy Setup
4:58 - Importing the *.fbx asset using the FBX Mesh Importer

In the third part of our Master Class tutorial series, Alin Alexa, one of our Technical Support Specialists, shows you the recommended way to setup and import Collision Proxies using the FBX pipeline in CRYENGINE using Blender.

This video demonstrates how to set up the Collision Proxy Geometry for you model along with assigning some materials and explaining the object hierarchy required for a successful import process into the engine using Blender and the FBX pipeline in CRYENGINE.
By the end of the tutorial, you will be able to use Blender to create physical collision proxies, which you can import into CRYENGINE using the FBX Importer.

To get the most out of this tutorial, you should be familiar with the basics of game development and using CRYENGINE.

Further information about setting up assets and exporting them from Maya into CRYENGINE can be found in our written documentation.

If you want to learn how to create physical collision proxies using a 3DS Max workflow, check out the first tutorial in this series.

If you are completely new to CRYENGINE, we recommend that you download our beginner’s course or watch the tutorial on our YouTube channel.

Subscribe to our channel for the latest tutorials from CRYENGINE.

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CRYENGINE Tutorial - Art Asset Pipeline: Collision Proxies (Blender)

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