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Tangent/Binormals wrong : Maya or UDK problem ?

greentooth
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Froyok greentooth
Hello guys !

I just noticed a problem today on my meshes. It was not obvious but after seeing some visual artifacts (something similar to hard edges) and some weird polycount on the meshes imported in my UDK packages I started to investigate the problem.

So, it looks like in UDK my binormals/tangent are doing some crazy things :
1356099617-binormals.jpg

My mesh is triangulated under my Maya scene, I tried to export or not my tangent/binormals from maya with the fbx format but I see no changes. I import in UDK with "tangent" checked and unchecked and the problem is still here, no changes.
(using FBX 2013, tried 2012 and 2011 format)

If I disable the "explicit" checkbox the mesh is imported as hard edges only. I'm working with the January 2012 beta but I also tried the July 2012 too (since there the xNormal compatibility added) : no changes.
Here is my low poly file :
https://dl.dropbox.com/u/13564647/EXIL/autel_lp.fbx
https://dl.dropbox.com/u/13564647/EXIL/autel_lp.obj


I'm out of clues. That's so weird. I'm starting to wonder if it's not Maya which is doing weird things with the FBX format.
I have also read this : http://area.autodesk.com/forum/autodesk-fbx/fbx-plug-ins-import-export-discussions/tangents--binormals-issues---fbx-20132-3dsmax-and-maya-exports/

From an overall point of view the errors are not very viewable, what worries me about is the polycount, having almost everyt vertices doubled is very annoying.

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