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Won't Fix
Votes
0
Found in
5.5.1f1
Issue ID
904826
Regression
No
Imported models mix up vertex data if imported from a modeling application which supports geometry shading via edge-breaks
Reproduction Steps:
1. Import attached project.
2. In Assets, observe the meshes contained within the FBX files.
Note: There are a few fbx files to compare how the edges differ on particular settings. The description of the models are set as titles for simplicity.
Expected result: If an edge is set to "hard" in Maya (for example), then the mesh vertex data in Unity should always be split for that edge as well.
Actual result: Unity appears to be combining (or not-splitting) vertex data if it matches that of another vertex.
Reproducible in: 5.5.3p2, 5.6.0p3, 2017.1.0b2
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Resolution Note (2018.3.X):
The problem happens at the export level from Maya and is probably a limitation of the FBX SDK. If the hardedge are set but the normals doesn't change, the FBS SDK will weld them together on export.