FBX branch animation import bugs #40729

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opened 2014-06-20 15:19:45 +02:00 by levon hudson · 6 comments

2 small bugs with the newish animation importing.

  1. data isnt linked to the object
    the animation data is imported, and named correctly, but the animation datablock isnt linked to the object

  2. animation data doesnt take into account the world up and forward axis.
    animation keyframes are imported based on their names in the fbx file, and does not take into account any world space transformations the FBX script applies to object locations and etc.

2 small bugs with the newish animation importing. 1. data isnt linked to the object the animation data is imported, and named correctly, but the animation datablock isnt linked to the object 2. animation data doesnt take into account the world up and forward axis. animation keyframes are imported based on their names in the fbx file, and does not take into account any world space transformations the FBX script applies to object locations and etc.
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Changed status to: 'Open'

Changed status to: 'Open'
Bastien Montagne was assigned by levon hudson 2014-06-20 15:19:45 +02:00
Author

Added subscriber: @LevonHudson

Added subscriber: @LevonHudson

Point 1 is not a bug. Issue is, we can't decide which animation to 'assign' to which object (in Blender, there is only one action per object, while in FBX you can link as much animationstacks/layers/curvenodes as you want to a same object). We could e.g. just pick the first one available for an object, but this is rather arbitrary. And I won’t dive in the Hell of trying to rebuild a full NLA equivalent of the FBX animation system, things are enough complicated with this basic support! :)

Point 2 sounds rather odd to me… Will have to check again, but iirc I did especially take care to apply same transformations to animated loc/rot/scale as the ones applied to static Lcl transform values (which complicated quite a bit the code, btw, since e.g. animated Y value could become X value in Blender…). :/

Point 1 is not a bug. Issue is, we can't decide which animation to 'assign' to which object (in Blender, there is only one action per object, while in FBX you can link as much animationstacks/layers/curvenodes as you want to a same object). We could e.g. just pick the first one available for an object, but this is rather arbitrary. And I won’t dive in the Hell of trying to rebuild a full NLA equivalent of the FBX animation system, things are enough complicated with this basic support! :) Point 2 sounds rather odd to me… Will have to check again, but iirc I did especially take care to apply same transformations to animated loc/rot/scale as the ones applied to static Lcl transform values (which complicated quite a bit the code, btw, since e.g. animated Y value could become X value in Blender…). :/
Author

i did an export out of maya, camera moving in x, y, z, and then rotating 90d x,y,z. reimport into maya works fine. see the screen shots.

note that i have Z up, Y forward when exporting out of maya, And Maya exports the curves a bit dodgy due to gimbal lock.

maya.png

blender.png

new_export_zup.fbx

i did an export out of maya, camera moving in x, y, z, and then rotating 90d x,y,z. reimport into maya works fine. see the screen shots. note that i have Z up, Y forward when exporting out of maya, And Maya exports the curves a bit dodgy due to gimbal lock. ![maya.png](https://archive.blender.org/developer/F95098/maya.png) ![blender.png](https://archive.blender.org/developer/F95100/blender.png) [new_export_zup.fbx](https://archive.blender.org/developer/F95102/new_export_zup.fbx)

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Camera orientation correction was wrong it seems, fixed in 944016ab78.

As already said, point 1 is not considered a bug, so will close now, thanks for the report.

Camera orientation correction was wrong it seems, fixed in 944016ab78. As already said, point 1 is not considered a bug, so will close now, thanks for the report.
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Reference: blender/blender-addons#40729
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