demostenes Posted March 22, 2015 Share Posted March 22, 2015 3ds max has issue with fbx export and tangents, it is exporting tangents in FBX per face average instead of per-vertex. It would be handy to have some option to recalculate tangents (for example in unigine resource editor, or new asset browser). Exactly this is reason, why Unity and UE4 have this functionality in fbx importer (http://www.dropmocks.com/mIb93Q). Problem is described here: http://tech-artists.org/forum/showthread.php?4847-3dsmax-FBX-Export-amp-Tangents-not-calculated-correctly-Help and http://forums.autodesk.com/t5/fbx-plug-ins-import-export/tangents-amp-binormals-issues-fbx-2013-2-3dsmax-and-maya-exports/td-p/4257978 I know you are preparing new asset import pipeline, so this is hint for other improvement :) Link to comment
silent Posted March 23, 2015 Share Posted March 23, 2015 Thank you for your suggestion! I've added it to our internal bug tracker. Can't promise, however, if this option would be available in the first asset browser release.We also have some options to manipulate a tangent space in ResourceEditor. For example, Flip tangent and Seamless tangent (available after clicking the Smooth Mesh button). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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