V8 SR29
It seems FBX in Rhino is pretty old, given that it still says MotionBuilder, but I’m just guessing there. I’ve noticed that even though Jegged seams is off and Refine mesh is on, the matching vertices at the edge of every surface on a polysurface aren’t joined/welded. So when exporting to other software, if you have to edit the mesh at all it Very quickly turns into a normals nightmare because you’ll need to merge all of the vertices and recalculate normals. But then you’ll need to also include weighted normals and unless the geometry was really ideal in the first place, you’ll stil not have a great time.
I suspected it did this at first when importing into Keyshot. I noticed that if you use the Rhino mesh then the fake fillet, which adds a bump map to add the appearance of small fillets, doesn’t work unless you remesh the data.
I recently got a script to save me some time which exports an fbx to a temporary location, then in blender or maya, hit a button and it imports the temporary data. Just saves a few minutes, but handy. But the FBX out of Rhino isn’t joined!
Later, I realized that obj can use weld angle, so I changed the script to use obj instead. The geometry looks good, but I lose a few things like names and hierarchy.
Either way, having the mesh in rhino not have the duplicate vertices joined actually increases the file size quite a bit for files with a lot of surfaces. I’m wondering if there is some hidden feature somewhere that lets us weld the viewport mesh and fbx mesh in general?