FBX Problem V2 21/11/08
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 From:  kevjon
2269.5 In reply to 2269.4 
Thanks for that Michael.

I had the .1 version of the plugin which I downloaded only a few months ago when testing FBX for you. The .3 version of the plugin just fixed all the problems I previously described in this thread so I can start using FBX again !
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 From:  Michael Gibson
2269.6 In reply to 2269.5 
Hi Kevin, that's great news!

I think that the Max OBJ importer does not bring in the vertex normals - getting in vertex normals really tends to help for getting clean shading.

So now with FBX working properly that should hopefully bring across the best transfer with all the shading information intact.

- Michael
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 From:  kevjon
2269.7 In reply to 2269.6 
Yep, thanks for the help with this. It also makes for a very clean mesh when using the ngon option for export to FBX so I am very happy it all works well now.
~Kevin~
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 From:  Michael Gibson
2269.8 In reply to 2269.7 
The part that is kind of frustrating is that actually the same data is being written by MoI to either OBJ or FBX, I mean it is all the same points, polygons, normals, etc...

They just seem to never get around to updating their OBJ importer to the same level as the FBX importer. If it was set up better, they should use all the same internal functions for processing n-gons and normals between either format instead of it being completely separate code and having one working better than the other.

But oh well, at least there is now a method that works!

- Michael
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