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Messed up vertex order after mirror model - 3dsmax FBX Exporter

Last post 03-19-2008 6:48 PM by mikiex. 3 replies.
  • 03-10-2008 12:27 PM

    Messed up vertex order after mirror model - 3dsmax FBX Exporter

    Hi,

    Got a problem exporting models from 3dsmax 2008 via FBX. All meshes mirrored in 3dsmax turn out weird. I believe the order of the vertices in the facelist is reversed, thus backface culling gets confused. In XNA i only see the wrong side of the mesh all the time.

    Anyway this problem doesnt occur with the Panda X exporter. I tried the 2006_11_2 version FBX available from autodesk, but no success, same problem.

    Anyone got a idea?

    Thanks in advance, Alex

  • 03-10-2008 1:29 PM In reply to

    Re: Messed up vertex order after mirror model - 3dsmax FBX Exporter

    The cause of the problem is likely either a bug in the XNA FBX importer, where it doesn't pay attention to the mirror information about triangles, or it is a bug in the FBX exporter where it doesn't write that information -- I don't know which, but you can't fix it yourself no matter which it is.

    To work around it, try adding a "Unify Normals" modifier on the mesh in Max before you export. If you're using Physique or Skin, then the Unify Normals modifier needs to go UNDER the Physique/Skin modifier.

    There is also an option in the Model Importer to flip the triangle winding, if I remember correctly. If all triangles (not just some) are wrong, then using that option will work too.

    Jon Watte, Direct3D MVP kW X-port 3ds Max .X exporter kW Animation source code
  • 03-10-2008 3:17 PM In reply to

    Re: Messed up vertex order after mirror model - 3dsmax FBX Exporter

    Much appreciated for pointing this out. :)

    I  agree that this is some kind of bug. Cant imagine that Autodesk would do such a silly thing though.

    Since i use 3DSMAX 2008 the "Normal" modifier did the trick. Once the normals where flipped the mesh was displayed correctly.

    Thanks again.

     

  • 03-19-2008 6:48 PM In reply to

    Re: Messed up vertex order after mirror model - 3dsmax FBX Exporter

    Does flipping the normals make it wrong in max, but ok in XNA ? if so you might want to try reset-xforms, then collapse the stack in Max, this cures 90% of issues with flipped normals, transforms etc. Its a step many artists use before exporting from Max.

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