fbx export
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 From:  val2
9460.4 In reply to 9460.2 
Ha, I must have changed the INI file to 2017 at some point when there was the error initially and then gave up. I punched in 2016 and now can get the fbx file in directly but it still has the errors as the 2013 convertor that doesn't happen in 2019.
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 From:  Michael Gibson
9460.5 In reply to 9460.4 
Hi Val, from what I understood FBX 2016 or higher won't be readable by programs using an older version of the FBX toolkit like the 2013 converter.

Can you post a sample like just a box in FBX 2019 format so I can take a look at it?

Thanks,
- Michael
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 From:  val2
9460.6 In reply to 9460.4 
this is the same part just different imports one from 3dsmax one directly from moi. It only happens with radeon so.... not a huge deal or anything just odd.

EDITED: 30 Jan 2022 by VAL2

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 From:  Michael Gibson
9460.7 In reply to 9460.6 
Hi Val, maybe the difference could be if you're exporting n-gons, maybe the conversion from n-gons to triangles is happening differently between those versions.

If you export to "quads & triangles" out of MoI instead of n-gons do you then get consistent behavior?

- Michael
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 From:  val2
9460.8 In reply to 9460.6 
this is the part. like i said all other rendering engines are fine with it only Radeon in Blender. Radeon in 3dsmax is fine with it as well.

EDITED: 14 Jul 2021 by VAL2

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 From:  val2
9460.9 In reply to 9460.8 
tried with triangles, tried with quads and triangles. same problem
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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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