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Problems with the MeshSmooth modifier and the FBX SDK
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  • Fordeka
  • Posted: 27 April 2011 11:04 AM
  • Total Posts: 6
  • Joined: 27 April 2011 05:26 PM

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.

http://img217.imageshack.us/i/dino01.jpg/

http://img860.imageshack.us/i/dino02.jpg/

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



Replies: 1
/userdata/avatar/3yvwf23us_doug100x100.png

It depends on what you are trying to do.

A mesh smooth is typically applied to subdivision surfaces.  The sub division surface could be quad patches, so what you are reading may be the control cage.  If you just want to convert the control cage to triangles, you can use TriangulateInPlace.  The first image looks like it is not triangulated.

If you want to have FBX SDK smooth the control hull and create a triangulated mesh, it is not currently a feature.  FBX does not support mesh smoothing other than storing the parameters in the file.  See kfbxMesh.h for details.

So if you want to obtain the smooth triangulated surface from the original model, you will have to subdivide the control hull yourself (via Catmull-Clark or similar) or have it done in Mudbox before it is exported.

Note that when you subdivide a surface for export, you may get huge FBX files.  I have found these can take huge amounts of time to load and save.

Author: Doug Rogers

Replied: 27 April 2011 02:54 PM