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FordPrefectA

Problems with the MeshSmooth modifier and the FBX SDK

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I'm trying to render an FBX in DirectX 10 using the FBX SDK just using vertices, indices, and normals so far. It worked fine with simple models but when I tried using an FBX exported with a model that had a MeshSmooth modifier applied (or a model directly exported from Mudbox to FBX) the model doesn't render properly, as seen in the first picture below.

The second picture below is the model rendered after I exported the mesh as an OBJ, reimported it to Max, and exported it as an FBX.

What is happening here and how do I properly deal with the imported FBX's that have an applied MeshSmooth modifier?

dino01.th.jpg
dino02.th.jpg

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You can try collapsing the stack to an editable mesh/poly before you export. Not really a solution to meshes that have already been exported, but it could save the export to .OBJ and reimport it part.

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In all my years working with 3D animation software, I have never seen an FBX file work as advertised. At best, you can some object placement information out of them, but the rest you should consider incomplete or otherwise suspect.

Anyway - it looks like what's happening is that the Meshsmooth modifier is converting the object from an old-fashioned triangle mesh to winged-edge 'poly' format, but the FBX exporter doesn't notice that the surface is no longer a triangle mesh.


You have a couple of easy options:

1: Apply a 'Turn to Mesh' modifier above any Meshsmooth modifier before exporting. This will (non-destructively) convert the surface back into old-fashioned triangles.

2: Replace all Meshsmooth modifiers with Turbosmooth modifiers. Meshsmooth has more features, but it's more or less deprecated. Turbosmooth is far more efficient, and it outputs a triangle mesh.

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