We're trying to get mocap data from Vicon Blade into Blender. Vicon Blade records the mocap markers, and can generate a skeletal motion from them. This motion, along with the original markers and mocap cameras, are then saved to the FBX format.
Using the Autodesk FBX SDK I created a small program that reads the FBX and writes it into a COLLADA file. When importing this COLLADA file into Blender, the skeleton/armature is not loaded. Blender does import the mocap markers and the cameras. I have attached the 7-zipped COLLADA file that I want to import.
When importing the COLLADA file into Maya it shows everything just fine, so the data I'm after is certainly stored in the COLLADA file.
Blender version: 2.65 64-bit on Win7
Description
Event Timeline
The Blender importer currently expects that a skeleton is always enclosed in a root node which is NOT of type JOINT. But in your file the skeleton's root node is already a JOINT and that's why the importer does not recognize the skeleton.
Workaround:
Open the collada file with your text editor and locate the line which contains:
<node name="root" id="root" sid="root" type="JOINT">
Then enclose this line by adding an artificial extra node, so at the end it looks like this:
<node name="skeleton" id="skeleton" sid="skeleton" type="NODE">
<node name="root" id="root" sid="root" type="JOINT">
</node>
The import works now. However it takes an extremely long time (several minutes) to import. And it creates a huge amount of warning messages. I looked at that as well but could not yet find the reason for the long runtime.
Thanks for the workaround, I'll give that a try.
Please consider this ticket as a feature request to recognise skeletons without the NODE surrounding it. I think that you / Blender have this fixed much faster than Autodesk change their FBX SDK ;-)