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;