Is there any way to force vertex/vertexFace normals to be normalized on FBX export?
I'm working on updating an exporter out of Maya using FBX which then gets compressed into game mesh files. The mesh compression software does geometry verification before processing. It's now finding tons of issues with the normals for exported FBXs. They are apparently not being exported with normalized vectors.
I have done some testing and determined that Maya is not normalizing the vertex normals after moving mesh components. They only get normalized when a Mesh command (such as Cleanup or Apply Vertex Color) is run on the mesh. It only needs to affect 1 component on the mesh. So why don't I just run Cleanup on the models before export? I sometimes have to export 100s of skinned meshes which creates history that I'd then have to delete non-deformer history on during export which will increase export times immensely.
What the 1st normal in the FBX file should look like (I cleaned up the model):
a: -0.0933512523770332, 0.992932558059692, 0.0732848271727562
What it looks like when I move a vertex and export to FBX:
a: -0.409494608640671, 4.35738134384155, 0.321795403957367
Note that the y value of the second normal is greater than 1. I've see the vector components of these normals go beyond 400.