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Exporting a skinned mesh to Fbx after doing Normals > Set To Face and Normals > Soften Edges breaks normals

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TrevorCodes
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Exporting a skinned mesh to Fbx after doing Normals > Set To Face and Normals > Soften Edges breaks normals

 

I was trying to allow my rig's normals to update in the viewport as I deform the mesh so I used Set To Face followed by Soften Edge. My real use case is way more complicated but this is the simplest recreation I could make of the issue.

TrevorCodes_1-1717518092079.png

 

If I then export the scene as an FBX and view it any program aside from Maya, the normals appear totally broken.

Windows Mesh Viewer:
TrevorCodes_0-1717515227458.png

Blender

TrevorCodes_2-1717518193624.png

3ds Max:

TrevorCodes_3-1717518333080.png

 

Steps to reproduce:

1. Import the attached obj

2. Create a joint

3. Bind Skin with the sphere and the joint

4. Mesh Display > Set To Face

5. Mesh Display > Soften Edge

6. Export FBX

7. View the fbx in any other application but Maya

8. Observe broken normals 

 

I'm looking for any ideas as to the cause of the issue or any potential workarounds, thanks.

 

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