Binary FBX export only exports one action #40040

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opened 2014-05-06 06:15:36 +02:00 by Mitchell Stokes · 11 comments

The ASCII exporter allows exporting "All Actions," but the binary version does not have this. This makes it difficult to export multiple actions. This could possibly be marked as ToDo, but it seems like a workflow bug/regression.

Here is a simple character with multiple actions.
simple_character.blend

The ASCII exporter allows exporting "All Actions," but the binary version does not have this. This makes it difficult to export multiple actions. This could possibly be marked as ToDo, but it seems like a workflow bug/regression. Here is a simple character with multiple actions. [simple_character.blend](https://archive.blender.org/developer/F87144/simple_character.blend)
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @Moguri

Added subscriber: @Moguri

Added subscriber: @mont29

Added subscriber: @mont29

What do you mean by “all actions”? Get all actions as separated stacks (one stack per action, be it active or not in current scene)?

Right now, it can either export the whole scene as a single animation, or all strips in NLA as separated stacks…

What do you mean by “all actions”? Get all actions as separated stacks (one stack per action, be it active or not in current scene)? Right now, it can either export the whole scene as a single animation, or all strips in NLA as separated stacks…
Bastien Montagne self-assigned this 2014-05-06 08:29:09 +02:00
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The ASCII exporter can export each action in the action editor as a separate track. The NLA is rarely used for game dev assets as far as I can tell.

The ASCII exporter can export each action in the action editor as a separate track. The NLA is rarely used for game dev assets as far as I can tell.

Well, added the NLA stuff from gamedev request… But adding another option to export everything from action editor should not be hard.

Well, added the NLA stuff from gamedev request… But adding another option to export everything from action editor should not be hard.

Hrrm… In fact, I’m not quite sure how to export all actions here… 6.1 is rather limited (only handle 'all actions' case for armatures/bones).

Issue is, in Blender, actions are not linked to a specific object (you can assign the same action to any object you like, even incompatible ones like e.g. armature with posedbones to a mere mesh, invalid fields will just do nothing). However, in FBX, animation stacks always are linked to a specific object.

So what I can do is:

  • loop over all actions in .blend file (not in current scene, since actions are main data, not scene ones).
  • export one stack per action per compatible object.

Note this will make stack count explode with more than a few actions and/or objects in the scene.

Also, we have to define what 'compatible' means:

  • At least one channel of the action is valid with the object?
  • Or all channels of the action are valid with the object?

Moving from bug to design task, this is TODO anyway…

Hrrm… In fact, I’m not quite sure how to export all actions here… 6.1 is rather limited (only handle 'all actions' case for armatures/bones). Issue is, in Blender, actions are not linked to a specific object (you can assign the same action to any object you like, even incompatible ones like e.g. armature with posedbones to a mere mesh, invalid fields will just do nothing). However, in FBX, animation stacks always are linked to a specific object. So what I can do is: * loop over all actions in .blend file (**not** in current scene, since actions are main data, not scene ones). * export one stack per action per compatible object. Note this will make stack count explode with more than a few actions and/or objects in the scene. Also, we have to define what 'compatible' means: * At least one channel of the action is valid with the object? * Or all channels of the action are valid with the object? Moving from bug to design task, this is TODO anyway…

This issue was referenced by f125c03bdf

This issue was referenced by f125c03bdf5c2ed8c63b11b6fcec6ff4d33fb026

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Closed by commit f125c03bdf.

Closed by commit f125c03bdf.
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Thanks for supporting this! I've tested it with Unity and it works as smoothly as the ASCII exporter for my test character.

Thanks for supporting this! I've tested it with Unity and it works as smoothly as the ASCII exporter for my test character.
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Reference: blender/blender-addons#40040
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