Fbx export not export all the animation on the file. #54548

Closed
opened 2018-04-09 00:50:58 +02:00 by alexis echemendia · 8 comments

System Information
Operating system and graphics card
Windows 10 Nvidia Gtx 970m

Blender Version
Broken:

  • I test the file in 2.77a, 2.78, 2.79a and still broken.

Worked: (optional)

Short description of error

This happen randomly, I have more than a rig in the same file using the same animations and like magic stop to export animation. I use fbx to export to Unity.
The file have 3 animation and only export one, some time nothing.
Tested export. blend file to unity and the problem persist.

Exact steps for others to reproduce the error

  • I created a file with multiple head models sharing the same rig and animation.
  • The example that I give you have only one head with the problem.
  • Append to other file don't fix the problem.bug.blend
**System Information** Operating system and graphics card Windows 10 Nvidia Gtx 970m **Blender Version** Broken: - I test the file in 2.77a, 2.78, 2.79a and still broken. Worked: (optional) **Short description of error** This happen randomly, I have more than a rig in the same file using the same animations and like magic stop to export animation. I use fbx to export to Unity. The file have 3 animation and only export one, some time nothing. Tested export. blend file to unity and the problem persist. **Exact steps for others to reproduce the error** - I created a file with multiple head models sharing the same rig and animation. - The example that I give you have only one head with the problem. - Append to other file don't fix the problem.[bug.blend](https://archive.blender.org/developer/F2635689/bug.blend)

Added subscriber: @alexisechemendia

Added subscriber: @alexisechemendia
alexis echemendia changed title from Fbx export only export none or one animation. to Fbx export not export all the animation on the file. 2018-04-09 00:51:36 +02:00
Member

Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Hi there,

currently FBX export will only export an (non-assigned) action if all paths in that action are valid.
See comment in code:

- For now, *all* paths in the action must be valid for the object, to validate the action.
- Unless that action was already assigned to the object!

If you remove the non-valid paths from the (non-assigned) actions and then export FBX again, it will actually include the cleaned up actions as well...

Hi there, currently FBX export will only export an (non-assigned) action if all paths in that action are valid. See comment in code: ``` - For now, *all* paths in the action must be valid for the object, to validate the action. - Unless that action was already assigned to the object! ``` If you remove the non-valid paths from the (non-assigned) actions and then export FBX again, it will actually include the cleaned up actions as well...
Bastien Montagne was assigned by Philipp Oeser 2018-04-09 12:24:03 +02:00
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Added subscribers: @mont29, @JoshuaLeung

Added subscribers: @mont29, @JoshuaLeung
Member

You can remove the invalid paths in the dopesheet (the ones underlined in red). Note I did this manually for all of them, but you can write a script as well... @JoshuaLeung : wasnt there even an operator for this? (cant find it right now though)

#54548.png

resulting in a file like this

#54548.blend

which then exports to an FBX like this

bug_cleaned.fbx

which reads back fine in blender (with all 3 actions)

Can you confirm this is reading fine in Unity [dont have access to it atm.]?

(note btw. that importing .blend -- instead of FBX -- in Unity doesnt do much afaic, its just calling blenders FBX exporter internally iirc)

Tempted to not call this a bug, but let @mont29 decide [maybe also on the rationale behind only exporting absolutely valid paths -- but I can see this is also preventing possible trouble at the very root of the cause, which is good]

You can remove the invalid paths in the dopesheet (the ones underlined in red). Note I did this manually for all of them, but you can write a script as well... @JoshuaLeung : wasnt there even an operator for this? (cant find it right now though) ![#54548.png](https://archive.blender.org/developer/F2641523/T54548.png) resulting in a file like this [#54548.blend](https://archive.blender.org/developer/F2641530/T54548.blend) which then exports to an FBX like this [bug_cleaned.fbx](https://archive.blender.org/developer/F2641532/bug_cleaned.fbx) which reads back fine in blender (with all 3 actions) Can you confirm this is reading fine in Unity [dont have access to it atm.]? (note btw. that importing .blend -- instead of FBX -- in Unity doesnt do much afaic, its just calling blenders FBX exporter internally iirc) Tempted to not call this a bug, but let @mont29 decide [maybe also on the rationale behind only exporting absolutely valid paths -- but I can see this is also preventing possible trouble at the very root of the cause, which is good]

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'

@lichtwerk said everything, this is obviously not a bug, FBX cannot handle all possible kind of broken cases... Also, please note that this tracker is not a supporting tool for users, you should check that kind of issues on user forums first to ensure whether this is actual bug or not. ;)

@lichtwerk said everything, this is obviously not a bug, FBX cannot handle all possible kind of broken cases... Also, please note that this tracker is not a supporting tool for users, you should check that kind of issues on user forums first to ensure whether this is actual bug or not. ;)

o.O wow I spend more than 2 hours finding the problem, I never look inside the Editors Curve. Blender have not warning about this. Sorry for taking your time but for me not let me know the limitation just with a warning it was a little problem xD.

I have another bug. I create a case, this is for real a bug xD.

o.O wow I spend more than 2 hours finding the problem, I never look inside the Editors Curve. Blender have not warning about this. Sorry for taking your time but for me not let me know the limitation just with a warning it was a little problem xD. I have another bug. I create a case, this is for real a bug xD.
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Reference: blender/blender#54548
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