FBX: animations buggy (binary) #39644
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Reference: blender/blender-addons#39644
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Hi man!
Animatoin issues:
https://dl.dropboxusercontent.com/u/26887202/blender/test_animations.zip
http://youtu.be/vC9uZ4nDmME
Changed status to: 'Open'
Added subscriber: @PaulGeraskin
Another test: https://dl.dropboxusercontent.com/u/26887202/blender/test_animations_2.blend
Should be fixed in
f664078ef0
& co, can you please check tomorrow with nightly builds?Note your second file is OK for me in both unity (except that non-rigged parts of the mesh are assigned to the first bone, but do not consider that a Blender/FBXExporter bug :P ) and Houdini, could not really check first one (too complex for unity on my VBox).
Yes! You fixed bone transformations! Animation transforms are now ok!
It's ok about not assigned weights. It seems unity automatically assigns weight for non weighted vertices. Here is the warning http://i.imgur.com/JAAZUxd.png . So i guess this is Unity bug. :D
Now we get another issue: we need to export only NLA tracks. As we can have many different animations for different objects. And we need to fix timeline.
Here is another example with explanation:
http://i.imgur.com/MlUQOgk.png
http://i.imgur.com/yqplPlj.png
https://dl.dropboxusercontent.com/u/26887202/blender/test_animations_3.blend
In this way Ogre exporter and jMonkeyEngine exporter work. Using NLA Tracks is wise way.
Changed status from 'Open' to: 'Resolved'
Ok, good news.
Regarding that track matter, this is not a bug. Code is designed to export only one anymstack for now, using Blender's scene settings to define its length. I may add more sweet features later, but for now I first want to get the fundamentals well tested and approved. Especially since anymstacks/animlayers interactions are very hairy in FBX, with many different levels of support in each app. :/
Can probably add one anymstack per action, by muting all-but-one strip in NLA (and cycling over all strips) - would you then rather have each strip/animstack start at frame 1, or at their actual start frame?
Anyway, TODO, not bug! ;)
OK OK! Let it be TODO for many tracks exporting. :)
In game engines we need to switch animations. It's important.
One remark to current animation exporting: animation is exported with less time as it is. Check it
http://i.imgur.com/n5lv8gd.png - my animation=350frames, timeline=200frames. But exporting is 104 frames. In ASCII time exported is ok.
Also name of animation is "Scene". But it should be "ani1" as my animation name.
About tracks/strips exporting: i would prefer as it's made in ogre and jme exporters (every clip is exported from the time it starts). http://i.imgur.com/n8cSp2k.png
As always i'm in irc. just ping me if you need some new animations. :D
Good job for transformations fixing!
Added NLA strips as AnimStacks export option. Note it will always export a global scene animstack as well.
As for the timing issue, as far as I can tell, this is an Unity issue (at least, it does not seems to read to custom framerate from FBX file, while Houdini does). Not quite sure what to do about it yet...
Will try to catch you on irc later today.
Hi!
I tested your changes today. Looks relly cool!
The only thing left is for Unity timeline. Good job!
About "global scene animstack" you mean "Scene" Clip is exported? Is it possible to switch it off or i should delete it always manually in Unity?