diff --git a/Source/Editor/Content/Import/ModelImportEntry.cs b/Source/Editor/Content/Import/ModelImportEntry.cs
index 37525e6d3..efcf1844f 100644
--- a/Source/Editor/Content/Import/ModelImportEntry.cs
+++ b/Source/Editor/Content/Import/ModelImportEntry.cs
@@ -117,8 +117,8 @@ namespace FlaxEditor.Content.Import
///
/// True if calculate model tangents, otherwise will import them.
///
- [EditorOrder(40), DefaultValue(true), EditorDisplay("Geometry"), Tooltip("Enable model tangent vectors recalculating")]
- public bool CalculateTangents { get; set; } = true;
+ [EditorOrder(40), DefaultValue(false), EditorDisplay("Geometry"), Tooltip("Enable model tangent vectors recalculating")]
+ public bool CalculateTangents { get; set; } = false;
///
/// Calculated normals smoothing angle.
diff --git a/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp b/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp
index 6bc9846c8..dd1873bab 100644
--- a/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp
+++ b/Source/Engine/Tools/ModelTool/ModelTool.OpenFBX.cpp
@@ -514,7 +514,7 @@ bool ProcessMesh(OpenFbxImporterData& data, const ofbx::Mesh* aMesh, MeshData& m
}
// Normals
- if (data.Options.CalculateNormals)
+ if (data.Options.CalculateNormals || !normals)
{
if (mesh.GenerateNormals(data.Options.SmoothingNormalsAngle))
{
@@ -540,7 +540,7 @@ bool ProcessMesh(OpenFbxImporterData& data, const ofbx::Mesh* aMesh, MeshData& m
}
// Tangents
- if (data.Options.CalculateTangents && mesh.UVs.HasItems())
+ if ((data.Options.CalculateTangents || !tangents) && mesh.UVs.HasItems())
{
if (mesh.GenerateTangents(data.Options.SmoothingTangentsAngle))
{
diff --git a/Source/Engine/Tools/ModelTool/ModelTool.h b/Source/Engine/Tools/ModelTool/ModelTool.h
index cbc5ff83e..525f8f1ba 100644
--- a/Source/Engine/Tools/ModelTool/ModelTool.h
+++ b/Source/Engine/Tools/ModelTool/ModelTool.h
@@ -170,7 +170,7 @@ public:
float SmoothingNormalsAngle = 175.0f;
bool FlipNormals = false;
float SmoothingTangentsAngle = 45.0f;
- bool CalculateTangents = true;
+ bool CalculateTangents = false;
bool OptimizeMeshes = true;
bool MergeMeshes = true;
bool ImportLODs = true;