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
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.
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)?
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.