Mesh with extra SkinBone when exporting FBX #101237
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Reference: blender/blender-addons#101237
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System Information
Windows 10
Blender Version
2.93.9
Short description of error
When export an FBX file with bone skin, its mesh will carry redundant bone information that does not participate in the skin. These redundant bones do not participate in the skin and are not in the vertex group.
Exact steps for others to reproduce the error
Hello,There is a problem with Skin Bone FBX export.Blender is an efficient art production software.Our team tried to use Blender as the main art workflow in mature game development, but we found that when exporting FBX resources, redundant bone information not involved in skin will be exported to the mesh.
The following is an example of an error. we skin a cube to only one bone (thigh.L),There is only one vertex group in the cube's mesh, and other bones do not participate in the mesh's skin. After deriving Unity, we found that the number of SkinBones of the mesh reached an amazing 159, and we only skin to one bone. We found the correct demonstration in other software, and only one correct SkinBone was exported. Why does the mesh have so much bone information that does not participate in skinning in blender's FBX export? Is there any way to solve it? Thanks for any reply.
Blender export :
Other Export :
Example files :
human.blend
FalseSkinBone.fbx
TrueSkinBone.fbx
Added subscriber: @miki_Jonas
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Changed status from 'Needs Developer To Reproduce' to: 'Needs Triage'
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Archived'
It seems this was intentionally changed in
732c1901d4
, because they store rest pose transform information, which are related to the bones. So it seems this is not really a bug.Other exporters appears to trim those deformers, which I guess is a destructive operation, but FBX is not really standardized, so there is no one right or wrong behavior.