Hey guys, even when I check smoothing groups in the fbx dialog window 3dsmax still refuses to export the smoothing groups. Anyone run into this? I exports na obj instead and it worked fine
do the vertex normals look correct in max when you throw on an edit normals modifier in the first place? do you have more than one smoothing group per face assigned? any options checked in the FBX exporter (split normals and related, if any)?
i'm not at the right machine to look this up but at first glance - try in the exporter dialog: tangents & binormals: off. split per-vertex normals: on. toggle the smooth group setting if it still does not behave.
I have been running this issue as well. Happens so much I just went ahead and made a script to run the convert to mesh, xform, convert to poly before exporting. Not sure why the info gets corrupted
Solved the issue, I converted the object to editable mesh then back to editable poly and bam fixed. WTF ?
After reading your initial post, I was just getting ready to post this. I had to figure this out myself probably about six months ago. Super annoying and the only fix I found was to use an editable mesh instead. Someone had documented it when going into Unreal and that's where I found the solution. I feel like it's been an issue for the past couple versions of FBX.
Now crap is coming in flipped normals. If i mirror the object its ok .... Anyone know a way to clear out every transform mirror or any coordinate info. Rest xform does not work
Now crap is coming in flipped normals. If i mirror the object its ok .... Anyone know a way to clear out every transform mirror or any coordinate info. Rest xform does not work
When things like this happen to me I'll export the mesh as an obj with nothing checked, then reimport it. Usually solves every weird issue like this - Good luck!
There is the old "box trick". Create a new box, convert that to and editable poly. Then attach your bad mesh to the box, and delete the box element. That usually works for me for clearing out any bad data.
Actually I have a similar problem with FBXs going into Unity. Models using Editable Poly as the base modifier often come in with twisted UVs or messed-up smoothing. I solve it by simply adding a Turn To Mesh modifier on top, then exporting. Works every time. Not sure if SP would work the same, but worth a try.
Forgot to mention. One nice thing about Turn To Mesh, is it's non-destructive... it keeps the model in Editable Poly, so I don't lose edited vertex normals. Converting from Editable Mesh back to Editable Poly kills those.
Forgot to mention. One nice thing about Turn To Mesh, is it's non-destructive... it keeps the model in Editable Poly, so I don't lose edited vertex normals. Converting from Editable Mesh back to Editable Poly kills those.
Thanks for this. Sounds more reasonable than the way I was doing it, which is very destructive haha.
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Thanks for this. Sounds more reasonable than the way I was doing it, which is very destructive haha.