Did this get resolved? I'm getting similar results with 2009.3
It looks like it's mainly concerned with models that are instanced in many places within maya, exported, then MB concatenates the names of the nodes with unique key information.
If I save that out from MB, then try loading it it via the FBX SDK and then requesting the name of those nodes, what I get back is the original node name (ie the one that doesn't have the unique key info in it - what was exported from Maya in the first place).
For example if the original model in maya was called "String3f" then all the instances in the FBX file that are outputted via Maya have "string3f" as their model name.
Once that gets into MB, each instance gets appended, e.g. "sring3f_ncl1_1", "string3d_ncl1_2" etc.
I've looked at the text conversion of the fbx file as exported from MB and all the nodes *are* named properly, ie a combination of the original name and generated unique identifiers. (the "sring3f_ncl1_1", "string3d_ncl1_2" versions).
So where is this 'original' name coming from? Just doing a FBXNode->GetName() returns the original name of the node, not the unique one. e.g. I get back "string3f" for multiple nodes when I *should* be getting "string3f_ncl1_1".
The practical upshot of this is that you end up with a bunch of non unique names in your FBX file - ie nodes all with the same name in them.
Whats going on?? And more importantly, how do I get around this?