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Leadwerks Engine 2.4 trial

OpenGL Version: 3.3.0

GLSL Version: 3.30 NVIDIA via Cg compiler

Render device: GeForce GT 220/PCI/SSE2

Vendor: NVIDIA Corporation

DrawBuffers2 supported: 1

32 texture units supported.

GPU instancing supported: 1

Max batch size: 64

Shader model 4.0 supported: 1

Conditional render supported: 0

windows 7

Maya 2012 x64

FBX v.2012.1.1

 

Problem №1

I can import model with soft edges and hard edges, but not combined. Is it posible ?

lw_softhard.jpg

 

Problem №2

I create files the same way like for Monstertruck (which is available in distributive), materials exists in MaterialEditor, but not attached to model in ModelViewer or scene Editor.

lw_nomaterial.jpg

 

Problem №3

Parts of model created by duplication with negative scale (mirror) imported with wrong normals.

lw_invertednormals.jpg

 

Problem №4

I don't see graphical representation of hierachical links like in model of Monstertruck (which is available in distributive).

maya_lw_hierarchy.jpg

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For 3 try deleting the history and then freeze transformations before you export.

 

 

Edit -> Delete All By Type -> History

 

Then select the object and use Modify -> Freeze Transformations

 

im guessing its still done like this in newer versions of maya unsure.png

My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = >

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For 1, Maya should have an option for edge angle smoothing setting, like UU3D has. There you can select at which angle edges are made soft and which are left sharp (default is angle 45).

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For 1, Maya should have an option for edge angle smoothing setting, like UU3D has. There you can select at which angle edges are made soft and which are left sharp (default is angle 45).

 

Left image has soft/hard edges. Middle image - export through FBX (default settings), right image - export through FBX (local face normals).

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Left image has soft/hard edges. Middle image - export through FBX (default settings), right image - export through FBX (local face normals).

Yes, but what you see in Maya (and 3DSMax) is not what you get when you export. Maya and Max has this transformation history, which is probably useful for a detailed undo function, but when you export you should reset all transformations so that you get what you really see on the screen in Maya.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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For 3 try deleting the history and then freeze transformations before you export.

Edit -> Delete All By Type -> History

Then select the object and use Modify -> Freeze Transformations

im guessing its still done like this in newer versions of maya unsure.png

 

This is working. Problem in Maya, it masks real normals.

I found else way. Combine mirrored instance with doomy object (standart primitive), then delete doomy faces in component mode, reassign material if needed.

In Blender mirrored mesh also have inverted normals, but they have shown as is.

 

Three problems still active blink.png .

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