Hi, I'm one of the artists working on "Plight of the Weedunks" that Stuckie has posted about in the showcase board. We're having a problem with exported models from Maya 2008 using the Collada-Maya converter from FCOLLADA.
Basically when we get a model out from Maya into Horde wherever there is a seam in the UV layout (i.e. 2 UVs per vertex) there will be a hard edge on the model even though it was set to soft in Maya. In case you don't understand what I mean by a "hard edge" (I think this may be maya specific terminology) it is basically describing whether the shading smooths over an edge or not. What I understand it to mean in technical terms is that in a "soft" edge, the vertex normals for the edge are tangent to the two faces which meet at that edge whereas in a "hard" edge each vertex normal points in the same direction as the face normal (...sorry... I did say I'm an artist didn't I?

).
So that's the problem. I have some questions that would help me work out what is going wrong if anyone would be kind enough to help.
1. Does anyone know exactly what the option "geometric tangents" does in the Collada exporter? I suspect this may be to pre-compute tangents to be used for normal mapping but I was thinking that there's a chance it could help solve my problem. However, I can't try this because exporting a model with this option or "texture tangents" checked will crash the horde converter.
2. Is it possible that either in the process of converting to Collada or in converting to Horde format vertices are added to ensure that for every UV there is one vertex? (I ask because I've heard this happens in the Unreal3 engine) If this is the case then is there a way to normalize the vertex normals across the offending edge?
I'm at a bit of loss here so any clues would be greatly appreciated.