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Blender 3D and exporting to .fbx


Deleted47000518User

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This is a rather infuriating problem and I don't know why its happening.

 

I use Noesis to export a .mesh to .fbx. The file I'm using is the Citizen Formal Bolero Jacket. The .mesh is 435kb. When exported from Noesis it creates an .fbx file that is 1,699kb in size. So far so normal. If I use Noesis at this stage to export the .fbx back to .mesh, re-pack the archive and start up the game, everything works as expected. Perfect.

 

Ok now the frustrating part.

 

I use Noesis to export .mesh to .fbx. I import the 1,699kb .fbx file into Blender. I do absolutely nothing in Blender except export it to .fbx. It produces a file that is 2,984kb (!). Now I wouldn't notice or care but when I go back to Noesis, export .fbx back to .mesh, rebuild the mesh in CP77Tools, re-pack the .archive and fire up the game, it is clear Blender has changed something with the mesh (even though I haven't done any editing whatsoever). I don't know what and I don't know why. Heres a couple of screenshots to show you what I mean:

 

What its supposed to look like:

fXFtzZD.jpg

 

 

 

 

What Blender spits out:

ZkstKlt.jpg

 

Anyone got any ideas what is happening here? I've tried different combinations of export settings in Blender but I can't figure it out. It looks like the normals are inverted?

 

Edit: I just downloaded the 30 day free trial for Maya and that .fbx exporter does the same thing as Blender. Hmm...

Edited by Guest
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