Thank you so much for finding this!
I would vote for having that setting as default. I assume most artists are very aware of their normals and want them to look the same as in DCC.
Hi there!
You can try to change âNormal import Methodâ from âCompute normalsâ to âImport Normalsâ and reimport mesh.
Here my model with computed normals
And there with imported
Hope it was helpful
I have the same problem as described above. Iâve been trying to find a solution for two days now. I export from Houdini. When I import the same file as a âstatic meshâ - the normals are correct, when I import it as a âskeletal meshâ - the normals are broken. Of course, when importing, I use âImport Normalsâ method.
Screenshot â00â
For exporting from Houdini I tried to use both ârop_fbx_outputâ and ârop_fbxcharacter_outputâ nodes .
The result of exporting the model using these nodes is different. Only when I use just ârop_fbx_outputâ node and import it as a static mesh, everything is imported good without warnings and the geometry looks great (except smoothing groups missing warning, but it is okay for Houdini).
When I import the same file as âSkeletal Meshâ picking the existing skeleton - I see a warnings you can see in the picture below. In the viewport, normals are broken and animation doesnât work.
Screenshot â01â
Sometimes these warnings (I have tried to export and import with different settings dozens of times):
Screenshot â02â
Screenshot â03â
When I export via ârop_fbxcharacter_outputâ node and import as Static Mesh - I have a warning you can see below. The geometry has flat polygons - no smoothing at all.
Screenshot â04â
And when I import it as a âSkeletal Meshâ - there are no warnings (except SmoothingGroupsMissing), animation works fine, but the normals are broken!!! I donât know what to do. Please help me if you can somehow
Just in case, I export packed geometry with âNormals Attributeâ written on âVertex Levelâ:
Screenshot â05â
As I understood, I canât import screenshots directly into the post, because I am a ânew userâ on the forum. So all screenshots are here:
https://drive.google.com/drive/folders/11Dh84YC-6KddG14km302vYoD2YWcBhjh?usp=sharing
I donât know if this still helps you, but if not, maybe the next person who has this issue will find it.
Iâve been using houdini to build destructible meshes (which sort of technically work as skeletal meshes, I think), and was having issues with broken normals.
The solution turned out to be unlocking the RBD to FBX node. I changed the fbx export to 2016, but crucially turning on âcompute smoothing groupsâ.