yup i had that too and I also had a problem when assigning multiple shaders, where they get assigned to all parts of the model , not just the bit you are trying to assign it to. So if i apply a skin shader to the head, that gets assigned to the body also.
This sometimes happens in Maya if you edit the geometry after assigning a material by faces. If it happens again try re-assigning the material in object mode to see if that fixes it (or if you need to have different materials assigned to faces then just try re-assigning the correct material to those faces).
So I tried assigning the vertices to the skeleton with a deform assignment instead of rigid, and this fixes a lot of the deformation problems, but I can't seem to tell some areas of the mesh to be assigned rigidly. The chin for example if blended between the head and neck biped where I only want it assigned to the head. So…
is there any other data attached to the models? For most engines the texture assignments isn't done in the shader in the FBX. It's a separate file that assigns the textures. They might even be automatically assigning the textures using their names.
Yeah there's a max script that loads up a colour palette, that you assign to your model. The Swatch.fbx is another way of selecting and assigning colours. Any colours have been assigned. Still not working.
This is driving me nuts! If I open Maya, and create a box for example. It has the Lambert assigned, if I assign it another shader it stays as a Lambert (but loses the connections to it, so adjustments to the Lambert's properties have no effect on the geometry's shading). The only thing I done before this started to happen…