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an exporting problem


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Hi, I have an exporting problem. I made a geometry that I'd like to use in a game engine. However, if I make some simple modifications (like deleting some primitives with a blast node, align some points) before the export, the resulting .fbx is all messed up.  But If I export it without modifications, it looks fine.

What's going on?

Sorry about the size of the .hip file attached, I have to freeze the cache file inside.

export_bug.zip

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Without looking at your file...

 - Do you need it to be an FBX file or could alternative formats also work?
 - Have you tried freezing (red/snowflake) your geometry before exporting it?
 - Have you tried cacheing it after doing any operations to it?
 - Is the geo broken? Laminar faces? Polys with 5+ edges? You can check with PolyDoctor.
 
Also make sure to delete any attributes, groups etc you don't need before exporting. Maybe add a cleanSOP


 

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- I can also use .obj or .dae. Is there any problem with fbx exporter?
- I have no idea what red/snowflake is, so it doesn't have any of it.
- yes. The geometry was cached before the export.
- it has some 5+sided polygons, but they are as harmless as polycap on a cylinder. Also, I tried to export without them. The result was the same. I also used polyDoctor - the same.
- all the attributes and groups were deleted. except for N and uv.

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FBX comes with a bit of an overhead and it can be tough to get the settings right. If it is not an animated object, you might want to use something else. 

red/snowflake is referring to the orangey-red button on your SOPs. if you zoom in closely, you'll see it is represented by a snowflake icon. If you activate this, your modelling history will be baked into this very node, similar to 'delete history' in Maya.

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