Nope, there no FaceFx anymore. You can use 3DS Max or even Blender for exporting content (animation, static, etc.). The FBX file format is still used for importing content.
Pretty much. Note that while you shouldn't export tangents you should export normals in some form, whether that's smoothing groups, Maya hard edges, or custom normals. Also make sure you've taken care of all the usual suspects--for instance put a triangulation modifier at the end of your Blender modifier stack because…
Anyone having errors when importing after the first or so import? "Failed to import 'V:/sciFiHallWay/sciFiHallWay.fbx'. Failed to create asset '/Game/Props/sciFiHallWay'" The first object imported fine, but then I started getting these errors. Perhaps I'll compile the editor and debug it. Edit: Strangely enough, I tried…
OK, here are my results. These are all 128x128 bakes for MAXIMUM SPEED so ignore the ugliness please. First up I have a normal map baked in 3ds Max with Render to Texture, applied to a mesh that had tangents included, imported with Import Normals: Obviously not synced. Here's the next one. This is the same mesh exported…