I recently started working with Monogame and I am pretty happy with my progress.
But now i hit a bump and i believe it is a bug in the monogame content pipeline tool that is causing the trouble.
If I try to import an .fbx model file which was exported with tangents/binormals the solution will build fine, BUT the model I read ingame has 0 meshes then. It doesn’t exist. In content.mgcb it has no impact changing the parameters to “generateTangentFrames”.
The same .fbx without the tangent/binormal export works fine, however, for advanced lighting calculations i need the binormal/tangents.
Here is how i work:
- Create model in blender. UV the model. Export to .fbx with FBX 7.4 Binary
- Convert to 2013 FBX format with Autodesk FBX converter
- In MGCB add the file.
- Build MGCB
- Import model via model = content.Load(“Art/model”);
However, if in Blender I add Tangent Space to the export options the same model that just worked does not exist any more.
Same thing in 3dsMax. Exporting with “tangents and binormals” checked, the same thing happens.
Maybe it’s still possible I have done something wrong with the model itself, but usually tangents and binormals can be created with a simple UV unwrap, right? Any ideas/help?