So I have heard that certain FBX versions are more stable than others, but I am still unsure of which version to use.
In Maya I am given the option of Binary and ASCII and also year.
I was wondering what are the ideal setting to export static meshes into UDK?
Thank you! :poly142:
Replies
Smoothing Groups: ON
Split per-vertex Normals: OFF
Tangents and Binormals: ON
Smooth Mesh: OFF
Selection Sets: OFF
Convert to Null objects: OFF
Preserve Instances: OFF
Referenced Containers Content: ON
Triangulate: OFF
if you have animation:
Animation: ON
Bake Animation: ON
Resample All --> use if animation is missing frames, larger filesize
Deformed Models: ON
Skins: ON
Blend Shapes:ON
I use the standard FBX exporter, not the DAE_FBX extension. It is the one that comes with Maya -- never had the need to upgrade or install newer versions. They all seem to work just fine
By default for Maya, "Smooth Mesh" is on by default. I have never turned it off.
Is there a particular reason you turn it off? Also any particular reason you tun on "Tangents and Binormals"?
I'm not exactly sure as to what the latter does.
Thanks for replying. :poly142:
Yeah, you never want Maya to smooth your mesh normals out completely. Sure, most game models are all smooth normals ... but on the off chance you actually want a hard edge you will want that option off. I just make sure my mesh's normals are smoothed before I export.
Tangents and Binormals are a Normal's cousins. The normal direction usually points away from the polygon face, and tangent / binormal show how the normal direction is rotated (stick your arm out -- that's the normal of your chest. now twist your arm -- that's the tangent and binormal at work). Tangents, Normal and Binormal data tell UDK how to shade the polygon. If this option is not checked on, UDK reconstructs the data on it's own. This can cause issues with normal maps -- the most common one I have found is a seam on mirrored UVs.
Oddly enough, I keep Tangents checked off in the UDK import window. I turn "explicit normals" on instead -- which from what I can tell reads the data correctly. I know the official Epic forums say to check Import Tangents on, but it always screws up for some reason.
Hope this helps!