This issue seems to be present in Max only so far.
Whenever we have a Morpher and skin setup and export to FBX while preserving tangents and Normals and all the rest of the setup, the final imported file seems to always reset all Normals and smoothing groups to default. It’s as if the morpher combination with skin is responsible for this somehow. If the mesh is exported with Skin only it works fine.
How are you guys working around this issue? We tested on multiple versions of max and FBX and they all have the same issue. It’s like we can’t edit normals and smoothing groups at all when Morpher is present in the stack?
Any UE Devs who use Max willing to lend a helping hand here?
Are you sure preserve smoothing groups is checked in the FBX exporter. Based on what my character modeler says Unreal 4 only supports a single smoothing group and since this is a 3ds Max feature I can see this being the case.
In the mean time can you supply a .max file with the offender? (P.S. I only have 2015)
Hi Frankie thanks, you’ve been of help every time I post here.
Yes I have smoothing groups on, and everything is in place. Max file below, half of the teapot has broken normals on purpose and the other half is smooth for testing purposes, I want the same thing to be displayed in UE, go ahead and export it and you’ll see what I mean.
This is part of the problem from series of problems i’m having with morph animations. Which involves morph animations in UE not updating normals, this is creating many artifacts on characters, but one thing at a time, since I know that this problem has been talked about before.
OK tossed the teapot into Max and exported to FBX. and imported into UE4
The version of the right was exported and imported with smoothing groups and tessellated. The one on the left is with out smoothing groups. Both versions came in and being rendered as to expectations.
As expected UE4 does not make extensive use of 3ds Max smoothing, for one thing I can see Epic getting into a lot of trouble with Autodesk ;), so taking a guess the object it’s self could be broken.
So assuming the object is broken on the 3ds Max side Max does have a habit of bonking the object but not updating the view port as to the true condition of the object that is unknown until exported to a different application (aka fidelity of asset issue). To ensure that the condition of the object is true one should always reset the object as habit (Utilities > Xform Reset)
More times than not I found a rest solves the problem.
Can you up some screenshots as to what I should expect to see?
Perhaps there is a small misunderstanding :). What the video shows is all smooth teapot coming into UE this is what i’m getting as well whcih i think is wrong, I need to see the facets as in max where i have messed with the Normals.
You can see below in the images and compare the result with Maya’s. Also the object is not broken as it happens with every other object i tested. Thanks