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This question was closed Oct 11, 2015 at 04:08 PM by Discmage for the following reason:

The question is answered, right answer was accepted

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Question by Discmage · Oct 09, 2015 at 09:07 PM · 3dsmaxnormalsmorphing

[Closed] 3dsMax Morpher changes normals / tangents in Unity

I've created a split mesh character and used Edit Normals to average normals across multiple meshes so I can have a custom character with smooth normals...If I add a skin modifier on it's own it imports into Unity fine, but if I add a morpher modifier onto the head under the skin the normals/tangents seem to get messed up a little.

I could work with it, but I'd much prefer it to be a flawless transition between the two models, which is is without the morpher.

Any thoughts on how to get around this issue short of bone animation?

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avatar image Discmage · Oct 11, 2015 at 04:08 PM 0
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O$$anonymous$$, so the issue is the FBX exporter...by using 3ds$$anonymous$$AX 2016...and therefore the latest version of the fbx exporter eg. 2016 I was able to get trid of the seam that was appearing...I haven't tested full animation yet as I need to rerig the character...again. Should be fine though...maybe :)

I could not for the life of me find the plugin to update the fbx exporter in $$anonymous$$ax 2015 as much as I would have liked to keep it a generation back for potential compatibility issues.

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Answer by Kali2048 · Oct 10, 2015 at 04:00 PM

From 3DSMax, have you exported the normals and tangents in the fbx ? In unity, have you set the normals and tangents to be imported from the fbx and not calculated ?

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avatar image Discmage · Oct 11, 2015 at 11:48 AM 0
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Yes I have. It all works fine, as long as there isn't a morpher on any of the meshes.

The difference in normals only arises if there is a $$anonymous$$orpher in the stack. I tried applying morpher on all of the objects so it would sort of do everything across the board, but morpher seems to change all the normals somehow.

Another thing I tried was to copy the mesh in question before applying the morpher then then after, hoping that it would keep the same information somehow...to no avail.

Basically, adding a morpher changes the normals...One thing I might try is putting a morpher on, and taking off all the skin modifiers...and see what the result is. Not that that will work, but it might be interesting to see the result.

avatar image Discmage Discmage · Oct 11, 2015 at 02:50 PM 0
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Yeah, so I did a quick test without skin and just added a $$anonymous$$orpher to one mesh...and the issue is indeed the $$anonymous$$orpher $$anonymous$$odifier.

Unfortunately I can't edit the normals again after the morpher is applied, as it thinks the normals are actually averaged perfectly fine...

Basically, there seems to be a bit of a discrepancy between $$anonymous$$orpher in $$anonymous$$ax and the normal export using fbx...tricky one!

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