Cinema 4D R17 FBX Smoothing Groups error 4.10
First of all, I'm aware that plenty of people posted about this before and I think I've read almost every topic about it. However, most topics are about UE 4.5 or 4.6 and they use Cinema 4D R15 or R16. In the mean time both software has changed quite a bit and none of the previous provided solutions seem to work (disable edge break, use specific FBX version etc.)
So the issue I'm having is no matter what FBX version I try for export, I always get a smoothing group error when importing the model inside Unreal Engine. I'm also bound to the FBX 6.1 format otherwise another issue arises where none of the textures are imported if I use any of the later FBX formats. I can't export the model to Maya or 3DS Max first because I do not own the software and I like to refrain from a devious pipeline where I need to follow a chain of programs before I can finally export something.
Does anyone know if there's a proper way to get this fixed or to work around it?
Even though it seems to be a problem related to C4D, I've never witnessed an update from Maxon's end that fixes issues like this so hopefully can Epic take a look at this if it's a bug. Switching software is a no go. Goes for both the 3D tool and the engine.
Hi Mr Robville -
Thank you for your assistance so far. After some work with your assets I boiled the issue down to the FBX exporting from Cinema4D trying to calculate the Phone Smoothing for a large scene seems to lose information in the exported file. The error message from the editor will always be present because the engine does not know how to read Phong Smoothing, but the FBX seems to be able to store a limited amount of data which stores the calculated smoothing.
Long story, short. I would recommend exporting your scene in small chunks, individual assets with the common pivot (so leave them in position) and place all the assets which you have been able to bring into the engine with smoothing into a Blueprint to recreate the whole room.
Ultimately the FBX export options for Cinema 4D would need the option to store the calculated normals generated by the Phong Smoothing, then they should import without error and as a whole into UE4.
Thank You Again for your assistance -
answered Mar 02 '16 at 05:43 PM
Lovecraft_K ♦♦ STAFF
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