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04-03-2018
12:26 PM
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Hi all,
when exporting skinned mesh using fbx, it seems to re-computes the vertex normals. Is there a way to keep the edited vertex normals on a skinned mesh when exporting thru fbx?
In the attached pics, i've 2 sphere geometry, both with the vertex normals edited the same way. The left one is skinned to a joint. They are exported as fbx, and when re-import into maya, the skinned mesh's normal got recompute. Am i exporting with the wrong options? any help would be appreciate. Thanks.
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