So I got a few models in Maya. I try exporting them into FBX and then to simply display them in my XNA project. When the model lodes up in my XNA program, it is as if the object is one-sided with the face normals pointing the wrong way. I have tried many, many things to fix this.
- Delete ALL history in the scene
- Group all polygon objects (meshes) under one master group node
- Freeze transformations on all objects
- Combine all objects into a single mesh
Some of these (or a combination of) create even weirder effects - such as certain objects being rotated/translated dramatically. The weirdist thing is (with the main issue -- seeing through parts of the model) is when I import it back into Maya (2008 x64) it looks correct.
Has anyone else had issues like this? I was wondering if the following things might have anything to do with it (Note: these are more general questions - the models in question may or may not reflect some of these potential issues):
- XNA support for double-sided objects
- Polygon quad or N-sided geometry support (non-triangulated geometry)
- Concave/Convex/Nonmaifold geometry
- Geometry that dosn't have UV's associated with it
- UV's that extend beyond the normal 0,0 -> 1,1 space
- Materials support (what is and isn't supported - and how complex you can get in shader networks (what nodes are supported))
- Surfaces support (Does XNA support NURBs or SubD geometry? or does it all need to be converted back to polygon?)
- Multiple UV maps
- Texture support for images larger than 2048x2048
- Hard/smoothed edges
- Per-vertex normals
- Multiple shaders/mesh(object) (assigned per-face)
- How single-sided (+/- opposite flag) and double sided objects are handled
I'm very expenienced with Maya and decent in C#, just learning how to make XNA games. I've been very surprized that I havn't been able to find anyone else complain about issues similar to what I'm having. Any feedback would be greatly appricated.