For context: we are working on 3D assets for a game in UE4 which is reading out the UCX collision element index for some functions. But since the FBX files we get from Cinema 4D do not have reliable vertex indices our pipline breaks.
I’m using R24.037
So how can I make sure, that the exports are consitent to the vertex structure in Cinema 4D?
For example:
I created a cube and made it ediable, then exported it to FBX.
These are the vertices and the corresponding index as written in the FBX:
Vertices: *24 {
a: -100,-100,100,-100,100,100,100,-100,100,100,100,100,100,-100,-100,100,100,-100,-100,-100,-100,-100,100,-100
}
PolygonVertexIndex: *36 {
a: 3,1,-1,2,3,-1,7,5,-5,6,7,-5,5,3,-3,4,5,-3,5,7,-2,3,5,-2,1,7,-7,0,1,-7,2,0,-7,4,2,-7
}
Then did the same thing again. Cube, editable, FBX. This was the result:
Vertices: *24 {
a: -100,-100,100,100,-100,100,100,-100,-100,-100,-100,-100,-100,-99,100,100,-99,100,100,-99,-100,-100,-99,-100
}
PolygonVertexIndex: *36 {
a: 1,0,-4,2,1,-4,4,5,-8,5,6,-8,0,4,-8,1,5,-5,2,6,-6,3,7,-7,3,0,-8,0,1,-5,1,2,-6,2,3,-7
}
And the cubes vertex structure as an attachment.