fbx export
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 From:  val2
9460.10 In reply to 9460.9 
Just to throw in a more info. This is in 3DSMAX 2020 also radeon engine one is a SAT file with a mesh modifier on top as the radeon engine freaks out about CAD files and one FBX file directly out of MOI both look good.

EDITED: 11 Jan 2024 by VAL2

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 From:  val2
9460.11 In reply to 9460.10 
Actually I just redid the quads and tri export with the 2016 export. looks like it works fine. I'm a little sad about the N-gons as it's a nice easy way to UVmap. Anyway thanks for your help.
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 From:  Michael Gibson
9460.12 In reply to 9460.8 
Hi Val, so another thing is that there is more than one way for vertex normals to be set up in FBX files, there are options for things like whether each polygon has a list of its own vertex normals or whether the polygon has an index into a separate list of normals.

Maybe the 2019 file you're writing out has them set up differently than the one that MoI writes and maybe there's a Radeon bug when processing MoI's style but not the 2019 file's style.

Old versions of FBX did not support using the indexed mode for setting up vertex normals, so MoI doesn't write them using indexed mode, it writes them using the "direct" mode.

- Michael
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 From:  Michael Gibson
9460.13 In reply to 9460.11 
Hi Val,

re:
> Actually I just redid the quads and tri export with the 2016 export. looks like it works fine. I'm a little sad about
> the N-gons as it's a nice easy way to UVmap. Anyway thanks for your help.

So that probably means that the conversion from n-gons to triangles is happening at a different place something like one is handled by the FBX toolkit code and the other one is making n-gons go all the way through to Radeon but it has trouble processing them.

- Michael
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 From:  val2
9460.14 In reply to 9460.13 
Radeon upgraded their plugin for 2.8 so I imagine there are a few bugs. It's all to be expected. I'll meander over there and see what they say. thanks again.
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