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Gameplay how to extract smooth group data from ASCII fbx file

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I have two ASCII fbx files,they have same vertices and faces,the only difference is their face order,and all faces has the same smooth group 1,this is the smooth data in fbx file,

LayerElementSmoothing: 0 { Version: 102 Name: "" MappingInformationType: "ByPolygon" ReferenceInformationType: "Direct" Smoothing: *584 { a: 1,1,1,1,1,1,1,1,1,1,1,......

but when imported into 3ds max,one mesh's faces's smooth group all are 1 as expected,while the other's faces's smooth group seems random, such as some are 1,some are 2,Why this happens, i can't see any difference between their smooth data in fbx file,it seams that there is no document about ASCII fbx format,i want to know how 3ds max extract smooth group information from ASCII fbx files.

Edited by PolarWolf

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Meaning of data in a file is known under the name "file format", or "file specification". In your case that ended (for me) at wikipedia https://en.wikipedia.org/wiki/FBX#File_format which lists two URLs describing the format unofficially, which is likely the best you can get given the closed format.

I ihaven't read those URLs, but if it is known, it's likely there. If that description does not describe your 1 and 2s, the only useful remaining source is the owner of the file format, ie AutoDesk which is probably useless to even try.

As a possible alternative, maybe you can export to an open standard file format instead? That solves your problem instantly, as such formats are publically available.

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I have read those two urls several times when i googled fbx format,they have nothing useful to me. Obviously AutoDesk want to keep fbx format private, i think that's why the fbx sdk provided as dll, so i choose to tangle with vertices positions and uv coordinates only,and this won't cause any problem, thx.

Edited by PolarWolf

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