Im using modo 701, I have all the smoothing groups options, and upon importing into rocket I get the following error:
Warning: No smoothing group
information was found in this FBX
scene. Please make sure to enable the
‘Export Smoothing Groups’ option in
the FBX Exporter plug-in before
exporting the file. Even for tools
that don’t support smoothing groups,
the FBX Exporter will generate
appropriate smoothing data at
export-time so that correct vertex
normals can be inferred while
importing.
Im wondering if it has something to do with the naming of the smoothing group? in previous versions of modo and udk modo users had to change the map names to something that udk would recognize(specifically in regards to multiple UV sets). If anyone knows what the naming scheme rocket looks for when importing smoothing groups, would you mind letting me know so I could test changing my map names?
Thank you for your question. I believe that the details you are looking for may be located here:
However, I cannot verify this is accurate for Rocket as we do not support Modo here for testing. Please let me know if you are still experiencing this problem and I will be happy to assist you further.
We use Modo here at the Dave School and have recently come up with a pretty easy solution to this issue. With Modo you have to bake your vertex information before you export into Unreal 4. If you ever need to make any changes, delete the old vertex map and just create a new one before you create a new FBX. You only need to Split Normals if you want extra control over an edge. We create our groups based on Material assignments here at the school.
Create your mesh as normal.
Create a new material and assign the
smoothing angle you want for that
material under Shading tab >
Properties > Material Ref > Surface
Normal section > Smoothing Angle
Select all the Polygons on the mesh
Go the main menu bar > Vertex Map >
Create…
Create a new Vertex Map for this mesh
and name it whatever you like
Go to System > Preferences…>FBX I/O > make sure Save Mesh Smoothness is checked. Close the window.
Export your FBX
Import into Unreal 4 and you should
see your smoothing information