[BUG] FBX Importer broken (binormals/tangeants)

I did a new series of tests to be sure. I fixed the problem on the “x letter” mesh (it was my fault, under Maya I forgot to soften the normals), however I have an other mesh that is not working correctly.

The second mesh is a multi-material mesh, under UE3 it gave mesh 9930 vertices if the mesh comes from blender, while I get 12267 from Maya.

With Rocket I get a little change, but there still a difference of polycount : 10796 vertices form Blender, 12834 from Maya 2013.

I used the same export options as above, I checked to be sure that my normals were soften and locked in Maya before exporting. I don’t understand why I get this difference.

download test mesh

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