Incorrect Normal output
 
 
 

If you get incorrect normals when you export from 3ds Max, you can use a patch, activated by MaxScript, that corrects this problem. The patch forces the 3ds Max FBX Plug-in to export normals by control points on any meshes deformed with a morpher.

You can also use the FBXExporterGetParam to query the status of this script.

NoteActivating this patch destroys any different smooth/hard edges in your file.
  1. Before you start, install the following:
  2. In 3ds Max, open the MaxScript Listener window (F11).
  3. Enter the following string:
    FBXExporterSetParam "ForceNormalsByControlPoint" true 

    This string returns the current value. Check that it reads TRUE after entering the string.

  4. Select File > Export and choose FBX file format. The FBX Exporter window opens.
    NoteDo not click the Reset button in the FBX Exporter. If you do, the FBX Exporter resets the MaxScript entry you typed and ignores the fix.
  5. Navigate to C:\Program Files\Autodesk\MotionBuilder75 Ext2\bin\config and open the file named “[MachineName].Application.txt”.
  6. Locate “ShapeBlendNormals” in the text file, and change the default NO value to YES. (Press CTRL-F and enter “Normals” in the Find field to search for the string.)
  7. Run MotionBuilder 7.5 Ext2 and select FILE > FBX Plug-In Import. Leave the default options as is and click Open.

    The normals in the file are correct.

  8. If you want to return 3ds Max to its normal state, enter the following script in the MaxScript listener:
    “FBXExporterSetParam “ForceNormalsByControlPoint” false”.
    NoteSetting the ShapeBlendNormals string to Yes affects the performance of MotionBuilder. It is a good idea to set this string back to No when you finish with the scene.