FBX doesn't convert everything to tris... if it does then your software doesn't support FBX fully. FBX will generally do everything you need, but it's a mess of a file format. Different programs support different versions, and the versions can change quite dramatically from year to year. It's a closed format that Autodesk…
I was discussing best practices with one of our modelers today and we were going over the differences, pros and cons of .fbx files versus .obj and it got me searching to see if I could find a comprehensive list of all of the 3D file formats and their characteristics. FBX for example has the pro of keeping hiearchy intact…
Yeah FBX can get real squirrely if the export and import versions differ. I remember this sucking in both Unity and Unreal, coming out of Max. I added a little bit of info here, but it's only for Max and that's as far as I got. http://wiki.polycount.net/VertexNormal#Exporting_Edited_Normals Collada looked like it was going…
I can't remember what Max has, but in Maya when you export as a FBX, there's an option in the 'Geometry' checkbox to Triangulate when you export. I'm pretty sure it's on by default.