Hey all! I'm having a bit of an issue dealing with Maya fbxes imported into Max. Meshes from Maya come in with explicit normals instead of smoothing groups, but the only way I know to change that essentially removes all smoothing info and I have to start over with smoothing groups. I would like to avoid this and find a way…
Thanks guys! @cptSwing - its the second one. There are no smoothing groups assigned, but if you assign them, it doesn't change the explicit normals, they override the smoothing groups. Resetting normals will remove the explicit normals, but then smoothing is based on whatever smoothing groups currently exist. Since none…
So the regular FBX's that come in from Maya have just altered normals, and no smoothing group assignments at all? Or are there smoothing groups set, and the edited normals you import "sit on top" of the smoothing groups? If the latter, I think selecting all normals in the "Edit Normals" modifier and hitting "reset" should…
OH YES! This saved the day! Thank you all! The script worked magic! Sadly the many smoothing groups stands true. Since I bake with Marmo so all seams will be hard edges anyway. Is there any chance of a method like: "Make all UV islands different Smoothing Groups? "
@kio Thanks for the script. I've used it successfully to get an FBX exported from Blender to work in Max. The automatic smoothing groups option in the FBX import settings doesn't do a perfect conversion. However with the script I am getting a ton of smoothing groups, and some faces have like 6 different smoothing groups…
This might work. 1. Import the fbx. 2. Make sure it's an Editable Poly and run the script below to select hard edges' vertices. 3. Convert selection to edges. 4. Add Edit Poly modifier to remove explicit normals. 5. In Edit Poly set everything to one smoothing group. 6. Go into Edit Poly edge mode, selection should be…
@kio Glad you were able to complete this. It's a tool I didn't realize I needed. Because I just recreate the smoothing everytime I go from Max to Maya. I just thought of another solution. Check Split Per Vertex Normals when exporting from Maya. In Max select open edges, weld their verts, then press Hard. But kio's script…
this issue pops up at work every now and then, so Im also looking for a solution. The proposed workflow by @monster seems to be the most promising approach, so I invested some time fixing it (the selection of hard edges just doesn't work like that). So, download and rename the attachment to .ms and select an object an run…