Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06
Broken: version: 2.91.0 Alpha, branch: master, commit date: 2020-08-24 10:28, hash: rBcb8da6efce80
Worked: (newest version of Blender that worked as expected)
Hi, I've just set up a new website 3d-illusions.co.uk to start selling some of my Blender work, and I've run into a bit of a problem trying to export the files to different formats so I can sell to a wider audience. FBX files seem to have completely mangled normals and badly formed ngons when opening in 3ds max 2017, and obj files have the same problem unless choosing to import into max as a single object, which is not an option as the end users wont be able to separate without generating more problems.
I've taken the obj file from blender into Houdini and then after amending some of the primitive path attributes to point to the correct material in the mtl file, saved it straight back out, and that seems to correct the problem. I compared the two obj files in VS CODE, and I think the problem with Blenders output is an insufficient number of floating points, or perhaps it's the different order?
It's a bit problematic because I can't save the file to other formats in Houdini unless I upgrade my licence, which I'd prefer not to do just for this functionality. Is this something that you're able to fix, or is this just an insurmountable limitation of Blender at it's core?
.blend, and both obj files below:(ignore the name of the file, its the same file I used for a different bug report)
ps USD seems to be exporting to cm rather than metres even if units are set correctly in Blender's scene/units tab......although this could be an issue with Houdini (i'll investigate that further).