Importing binary FBX with skeleton and animation, animation is not the same as exported #69358
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Reference: blender/blender-addons#69358
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System Information
Operating system: Windows 7
Graphics card: nVidia GeForce GTX 1660 Ti
Blender Version
Broken: 2.80
Short description of error
After importing the FBX, the animation on the skeleton includes a 360 turn between frames 37 and 49 that wasn't present when exporting, and isn't present when importing in other software.
This is because import has set neighbour key rotation values to (0.210, 0.075, -0.963, -0.153) and (0.132, 0.016, 0.956, 0.263). Second value should be multiplied by -1 (-0.132, -0.016, -0.956, -0.263) for interpolation to occur correctly.
bug_blender_1_1.fbx
Exact steps for others to reproduce the error
Import FBX file above (with Automatic Bone Orientation enabled).
Look at animation between frames 37 and 49.
Fix suggestion
I have modified blen_read_animations_action_item function in file "io_scene_fbx/import_fbx.py" to correct the issue. Every time a new key is added, the new code computes dot product with previous key, and if the result is negative, replaces q with -q.
Modified version of blen_read_animations_action_item (search for lastRot to find changes) :
blen_read_animations_action_item.txt
Added subscriber: @kschoice
Added subscriber: @mont29
Thanks, indeed looks like we also need some kind of 'compat' rotation for quaternions as well... And I though those were interpolation-bullet-proof! xD
This issue was referenced by
f412871175
Changed status from 'Open' to: 'Resolved'