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FBX does not import polygons smooth groups properly
Closed, DuplicatePublicTO DO

Description

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38

Blender Version
Broken: version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: rB0330d1af29c0
Worked: (newest version of Blender that worked as expected)

Short description of error
Importing FBX files always destroys the normals.

Exact steps for others to reproduce the error
All FBX files opened in blender have their normals broken as soon as you unlock them. (tested on multiple versions- 2.81, 2.83.1, 2.90.0)
Sharp edges are always either missing or get randomly placed.
This video shows the opening of the model with broken and unusable shading.

Related Objects

Event Timeline

Hello, could you post the .fbx file you used in the demo, to have a reference point? Also, are you certain that this file contains the right information? As in, does opening it in another software show different results ?

Also, can you explain what you mean by broken normals ? On what you sent, it seems like the problem is only the hard edges.

Hi, the problem does indeed have to do with hard edges. Hard edges and the normals go hand in hand. Having good normals when importing does not mean anything if when you disable the locked normals all the shading goes bad (because of the missing or wrongly placed hard edges).

Here I will attach a blender file containing a part of the model you saw previously. It has 2 collections: the original import and one where I fixed the shading. Feel free to test exporting the fixed version and importing it again. 100% of the time you will have randomly placed hard edges.

Octave C (toctave) changed the task status from Needs Triage to Confirmed.Oct 4 2020, 8:34 PM
Octave C (toctave) claimed this task.

Reproduced in Blender 2.90.0 / Ubuntu 18.04

I'll look into the import/export code and let you know

This is apparently an issue with how smoothing data is handled when importing fbx. If you exported the fbx file yourself, you can use the "Edge" smoothing option in the "Geometry" section of the export, which will correctly export sharp edge data.

Otherwise, please add more details about how your fbx file was created : 3D software (with version), export options, etc.

This FBX is created by RizomUV with the default fbx preset.


Tested in Maya 2020 the file opens up perfectly without any missing hard edges or extra ones.

I also tested exporting the mesh from blender with the "edge" smoothing option and I no longer get extra hard edges when importing FBX fiels exported from blender. Thank you for that!

The issue with the FBX exported from RizomUV still stands.

Bastien Montagne (mont29) triaged this task as Low priority.Oct 13 2020, 6:32 PM
Bastien Montagne (mont29) changed the subtype of this task from "Report" to "To Do".

This FBX uses bitflags based smoothing of polygons (aka poly smooth groups), support for this is not really implemented (we just use it as a boolean, so all different smooth groups get mixed together). This i a known TODO, not a bug.

Bastien Montagne (mont29) renamed this task from Fbx imports with broken normals to FBX does not import polygons smooth groups properly.Oct 13 2020, 6:34 PM