FBX - 3DS Max - Problems ?

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 From:  kevjon
2041.1 
Michael

Just installed the latest FBX plugin for Max 9 and exported from MoI (latest V2 beta) to that.

Like Jeff Patton. If I check the box weld verts on export, 3ds max crashes when rendered with Mental Ray.
If weld verts is unchecked it is Ok.
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 From:  Michael Gibson
2041.2 In reply to 2041.1 
Hi Kevin, thanks for the report - so with weld turned off the problems that you previously saw are all gone?

I will be putting up some test objects here in a bit so I can try to get the welding issue fixed up as well for the next beta.

- Michael
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 From:  kevjon
2041.3 In reply to 2041.2 
With weld checked - 3DS Max 9 crashes

With weld unchecked - 3DS Max 9 renders fine. Mesh looks good to.

I render with Mental Ray, I haven't as yet tested to see if it is Ok with scanline renderer.
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 From:  kevjon
2041.4 
Just as another note.

I'm getting twice as many verts as the mesh needs which is fixed by Weld all. I had 12,000 verts reduced to 5,500.
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 From:  kevjon
2041.5 
Couple of other problems

1. I have seam in my mesh where the revolved fuselage starts and ends that I can't get rid of. Welding verts doesn't fix it.
2. You can't import other FBX objects until you rename the one in the scene which is called obj1. As the next import will be obj1.
3. Every time you import a new FBX mesh it changes the ambient lighting in the scene to mid grey and you keep having to change it back to black so it doesn't muck up your lighting in the scene.
4. I am getting shading errors in my mesh
5. When I selecting all the polygons of the fuselage mesh and apply smoothing groups to it, it uses every single smoothing group instead of 1 or 2 which is more normal at the default value of 45 deg.
~Kevin~
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 From:  kevjon
2041.6 
When the normals on the mesh get flipped the right way and 2 sided material turned off I get this crazy pattern.

It also happend to the fin which is modelled in one half but when the symmetry modifier is applied to it (to get the other half) the crazy pattern goes away.
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 From:  kevjon
2041.7 
Applying the normal modifier seems to get rid of the crazy pattern.

The normal modifier also got rid of the seam on the fuselage but did not get rid of the shading errors on the fin.
~Kevin~
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 From:  kevjon
2041.8 
FBX is giving a much nicer mesh than welded obj but I get these little shading errors here and there which I just can't fix inside max without welding vertices together which is a time consuming process going around the mesh trying to figure out which verts to weld in order to get rid of the shade error.
~Kevin~
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 From:  Michael Gibson
2041.9 In reply to 2041.5 
Hi Kevin, thanks for testing the FBX export.


> 1. I have seam in my mesh where the revolved fuselage
> starts and ends that I can't get rid of. Welding verts doesn't fix it.

It looks like I should be able to fix the weld problem so that welded output from MoI will work instead of crashing Max, there was a bug in MoI's exporter in the case for welding. I will put up a test file shortly for you to test with to see if it seems to work ok or not.


> 2. You can't import other FBX objects until you rename the one
> in the scene which is called obj1. As the next import will be obj1.

That's pretty strange - unfortunately that is something that Autodesk will need to fix in their FBX importer. It is not really possible for me to guarantee totally different object names for different files. You can create files during totally different modeling sessions or even on different computers and those different sessions do not have any way to communicate with each other to make unique names between them. It's a problem that needs to be solved by the importer.


> 3. Every time you import a new FBX mesh it changes the ambient
> lighting in the scene to mid grey and you keep having to change it
> back to black so it doesn't muck up your lighting in the scene.

That's another one that will need to be fixed by Autodesk - I'm not setting any kind of lights in the FBX data that MoI writes, so that is something that the importer is deciding to do. There is some kind of big FBX control panel for setting options, possibly there is an option on there to control that behavior.


> 4. I am getting shading errors in my mesh

Probably related to your #1 above - hopefully I can get the welding working and some of the data slightly tweaked so that Max will read the vertex normals in, that could solve this.


> 5. When I selecting all the polygons of the fuselage mesh and
> apply smoothing groups to it, it uses every single smoothing group
> instead of 1 or 2 which is more normal at the default value of 45 deg.

I'm not setting any smoothing group information in the FBX file, so if Max's behavior is not good here, it is probably another one that would need to be tweaked on that side.


But I definitely have a bug for welding on the MoI side that I think I may have nailed down here, I will post a sample shortly and then can you please check to see if it looks good or not?

Thanks,
- Michael
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