In the Softimage FBX import options, there is a checkbox under "Include":
Hard Edges - that´s off by default, you want this on. I´m setting this to on and then I get a MarkHardEdge/Vertex op floating in the Modeling Stack on import of the *.fbx Those egdes are indentical to what I selected as Hard edges in Maya and they show up blue as one would expect inside Softimage. Unless you had triangulate on while exporting from Maya, that´ll create extra hardened edges, due to the triangulate option doing it´s thing. Unreal4engine would like to have Tri´s for import of *.fbx files but in terms of full control, it´s not adviseable to have *.fbx decide on triangulation. It´s better to do that manually based on the desired result and have *.fbx not triangulate automatically, which can lead to unwanted shading errors. For best I/O between Softimage and Maya, autotriangulation should definitely be off. Cheers, tim Am 12.04.2015 um 11:09 schrieb Martin: > I only get a normal cluster, so visually it is the same but the edges are not > marked (no blue edges). > > I'll try different options and FBX versions just in case. Maybe something had > changed in newer versions. > > Although it is visually the same, the problem with this normal cluster is > that it is very fragile if you need to change topology and do some other > things after that. Also any script reading hard edges won't work. Also you > can't add hard edges because this cluster overrides everything. I'm not sure > how much this could affect the output to a game data format but the biggest > problem is that my client just won't accept a normal cluster instead normal > hard edges. > > The easiest solution I found was to disconnect hard edges in Maya, and in SI, > select border edges, mark them as hard and merge. Easily scriptable. Not > quite the same but close enough. > > The problem is when I don't have the original Maya data and only have an FBX > and/or a SI data with user normal cluster. I though it wouldn't be that hard > to convert somehow that cluster to edges, but it seems it is. > > Martin > Sent from my iPhone > >> On 2015/04/12, at 17:17, Tim Leydecker <bauero...@gmx.de> wrote: >> >> Maybe I don´t get the question properly but for the following, it seems to >> work: >> >> In Maya, create Polysphere, select some edges, go to Normals>Harden Edge >> >> Export the sphere using *.fbx, in the *.fbx export options under Geometry, >> make >> sure that "Smoothing Groups" is ticked on and Tangents and Binormals is on, >> too. >> >> IIRC, in the *.fbx export options, those setting can sometimes be ticked off >> from a preset. >> >> In Softimage, go to File>Import>Import FBX... >> >> In my little test using Maya 2014/Softimage2014 and *.fbx plug-in version >> 2014.1 (release 214447), >> the sphere came in fine into Softimage, showing the hard edge rings created >> in Maya correctly. >> >> >> Cheers, >> >> tim >> >> >>> Am 12.04.2015 um 00:46 schrieb Matt Lind: >>> Technically speaking, hard edges is just a special case of normal cluster >>> where the specific normals associated with the edges are not smoothed via >>> smoothing/discontinuity/etc... They are left in their original raw state >>> (perpendicular to surface). You do not need to create "hard edges" to have >>> the same end result of faceted edges on the mesh. You only need to know >>> which normals in the normal cluster should be interpolated vs. not. >>> >>> Normals live on samples (or 'polygon nodes' for the specific case of >>> polygon meshes), which are the original unshared vertices of the mesh. If >>> you want to preserve hard edges coming from Maya, you'll need to keep track >>> of the sample indices and make sure they don't change during the >>> transition. If the samples change order, then your backup plan is to >>> record the vertex index and polygon index together in Maya and pass that >>> along as metadata to Softimage as that'll be needed to identify which >>> sample on a vertex should be flagged for hard edges (because each vertex in >>> Softimage has multiple samples). >>> >>> If polygon indices change too, then the only brute force method available >>> is to unshared all the edges of the mesh in Maya to force the vertices to >>> be unique so when you get them over to Softimage it'll be easy to identify >>> and flag...but of course unsharing on it's own will force hard edges on all >>> the unshared edges so in some ways will defeat the purpose. >>> >>> An alternate non brute force method (if all the indices keep shifting >>> around) is to apply a vertex color property or UVW texture projection and >>> record the edge flags there, then have a plugin in Softimage read that data >>> and apply the hard edges. A little clunky, but perfectly functional as I'm >>> pretty sure vertex colors and texture UVW coordinates are properly >>> converted. >>> >>> Matt >>> >>> >>> >>> >>> >>> >>> >>> Date: Sat, 11 Apr 2015 19:31:06 +0900 >>> From: Martin Yara <furik...@gmail.com> >>> Subject: Hard edges from Maya to Softimage >>> To: "softimage@listproc.autodesk.com" >>> <softimage@listproc.autodesk.com> >>> >>> Hi list, >>> Is there any way to export hard edges from Maya to Softimage as hard edges >>> (not normal clusters) ? >>> I though about getting a list of edges from Maya, but when I import the >>> data in Softimage the edge numbers change and differs from Maya. Vertex >>> indexes are the same though. >>> >>> Or better, is there any way to convert those normal clusters to hard edges? >>> >>> I have to convert character scene files from Maya to Softimage and right >>> now I'm redoing all the hard edges in Softimage and it is quite time >>> consuming. >>> >>> Thanks >>> >>> Martin >