FBX (binary) exporter does not export actions with one frame animations #41766

Closed
opened 2014-09-10 11:00:45 +02:00 by Stefan Wilke · 9 comments

System Information
Windows 7 Professional 64Bit

Blender Version
Broken: 1.71

Hello there,

i recently stumbled uppon a small bug in the FBX-exporter for the binary format. The exporter will not export an action if the animation has no changes during its animation, for example if the action has only one frame. I also tried to work arround the problem by copy-pasting the keyframe over two or multiple frames but the exporter still cuts the animation, as long as i do not have at least one change in the animation.
For reference, the old ASCII-exporter exports these animations, so it would be nice if the binary exporter would too.

Best Regards,
Wilke

**System Information** Windows 7 Professional 64Bit **Blender Version** Broken: 1.71 Hello there, i recently stumbled uppon a small bug in the FBX-exporter for the binary format. The exporter will not export an action if the animation has no changes during its animation, for example if the action has only one frame. I also tried to work arround the problem by copy-pasting the keyframe over two or multiple frames but the exporter still cuts the animation, as long as i do not have at least one change in the animation. For reference, the old ASCII-exporter exports these animations, so it would be nice if the binary exporter would too. Best Regards, Wilke
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @S_Wilke

Added subscriber: @S_Wilke
Bastien Montagne self-assigned this 2014-09-10 13:00:20 +02:00

Yes, currently we optimize things during anim export.

In fact, I’m seriously thinking to make this optional behavior, for another reason too - it looks some apps like UE4 have issues with armatures having some bones animated and others not. :/

Yes, currently we optimize things during anim export. In fact, I’m seriously thinking to make this optional behavior, for another reason too - it looks some apps like UE4 have issues with armatures having some bones animated and others not. :/

Hmmm, actually, rechecked the code, and we do write single-key actions, except for the 'global scene' one.

Please check with a build from our buildbot, 2.71 version of the addon is rather old!

Hmmm, actually, rechecked the code, and we do write single-key actions, except for the 'global scene' one. Please check with a build from [our buildbot](https://builder.blender.org/download), 2.71 version of the addon is rather old!
Author

i checked it with 2.71-6 (blender-2.71-5202fca-win64) and it still does not export one frame animations. They do not appear in U4 and with notepad++ i found no trace of the animation name "BasePose" or "Block"

BUT i realised also an aditional bug in the animation that ties in with the wrong armature rotation problem:
In some animations where the left arm is not animated (in nearly every "slash"-animation, for example SlashL1A, SlashL1B etc.) it has the "block"-pose that was never exported.
I tested it with the night-build and the official stable, both version have this behaviour

i attached the blend file and the fbx export file with it:

ExportTest271-6.fbx - FBX nightly build blender-2.71-5202fca-win64
ExportTestStable.fbx - FBX stable 2.71
Manequin_Test_X2.blend - Blend-File

i checked it with 2.71-6 (blender-2.71-5202fca-win64) and it still does not export one frame animations. They do not appear in U4 and with notepad++ i found no trace of the animation name "BasePose" or "Block" BUT i realised also an aditional bug in the animation that ties in with the wrong armature rotation problem: In some animations where the left arm is not animated (in nearly every "slash"-animation, for example SlashL1A, SlashL1B etc.) it has the "block"-pose that was never exported. I tested it with the night-build and the official stable, both version have this behaviour i attached the blend file and the fbx export file with it: [ExportTest271-6.fbx](https://archive.blender.org/developer/F110033/ExportTest271-6.fbx) - FBX nightly build blender-2.71-5202fca-win64 [ExportTestStable.fbx](https://archive.blender.org/developer/F110034/ExportTestStable.fbx) - FBX stable 2.71 [Manequin_Test_X2.blend](https://archive.blender.org/developer/F110035/Manequin_Test_X2.blend) - Blend-File

This issue was referenced by f7ef101d09

This issue was referenced by f7ef101d09b0bdb34f88629f0feab5af6d274b43

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Closed by commit f7ef101d09.

Closed by commit f7ef101d09.

Ok, just committed a fix to the first issue (note it will make exported files significantly bigger… But better too much than too few here I guess).

Other things in your last comment are an issue specific (afaik) to UE4, which ignores 'rest' pose of 'bones' (~joints, in fact) when applying animation to them. I’m still not sure whether this is a bug from their side our Blender side (yet, Unity handles those cases perfectly), so I made a report about it on their site (see also #41719).

So consider this report as fixed, will add you as followers of #41719 for the remaining issues.

Ok, just committed a fix to the first issue (note it will make exported files significantly bigger… But better too much than too few here I guess). Other things in your last comment are an issue specific (afaik) to UE4, which ignores 'rest' pose of 'bones' (~joints, in fact) when applying animation to them. I’m still not sure whether this is a bug from their side our Blender side (yet, Unity handles those cases perfectly), so I made a [report about it on their site](https://answers.unrealengine.com/questions/98704/fbx-import-wrong-application-of-animations-to-bone.html) (see also #41719). So consider this report as fixed, will add you as followers of #41719 for the remaining issues.
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Reference: blender/blender-addons#41766
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