GLB drops UV1 from 3ds Max FBX export

Hi,

It appears using the Convert to GLB model import setting drops the second UV channel, UV1. I have tested this with multiple FBX versions from 3ds max, 2016 through to 2020, all have the same result. Switching back to JSON works fine and the second UV is imported correctly.

I am assuming this is not the expected behaviour?

Many thanks,

Jose

It is not, we have a ticket open for this and will be looking at fixing this as soon as we can.

Okay cool. Thanks for the prompt response.

Hey @yaustar, is this still an open issue on github?

I don’t see this issue on github … and so I created it

I’d appreciate some fbx files with uv1 to test if somebody have some that can be shared. Thanks!

It was on an internal issue tracker :sweat_smile:

2 Likes

Hi,

Has this been looked at yet? I am still facing the issue with GLB models.

Thanks,

Jose

If you are still facing issues, can you please follow up on the original project and share the FBX if possible please? https://github.com/playcanvas/editor/issues/220

Which project exactly? And share FBX here or some other method? Please do note this happens with each new project I create.

Sorry, I meant ‘ticket’ not ‘project’ :sweat_smile: If you can upload/share the FBX there, the team can take a look when they can.

That has been done.

Considering this is essentially a broken feature in the editor, is has been going on for over a year and it renders lightmapping essentially inoperable with GLB models, I expect it to be resolved promptly.

Thanks

1 Like

I added a comment here https://github.com/playcanvas/editor/issues/220