FBX: Camera and Lights issues #41374

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opened 2014-08-09 13:17:08 +02:00 by paul geraskin · 67 comments
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System Information
linux 64

Blender Version
2.71 daily build from here https://builder.blender.org/download/

Short description of error
Camera is imported incorrectly in houdini:

  • Orthographic camera is not recognized
  • camera rotation is incorrect. 90 degrees difference.

Explanation: http://i.imgur.com/TmBmcG5.png
Export options: http://i.imgur.com/xWNwasP.png
Here is the file: https://dl.dropboxusercontent.com/u/26887202/blender/test_fbx.zip

I talked to Mont29 - he said to make the report.

EDITED:
The same issue is with lights. All lights have difference of 90 degree.

Exact steps for others to reproduce the error
Export to fbx, open in houdini.

**System Information** linux 64 **Blender Version** 2.71 daily build from here https://builder.blender.org/download/ **Short description of error** Camera is imported incorrectly in houdini: - Orthographic camera is not recognized - camera rotation is incorrect. 90 degrees difference. Explanation: http://i.imgur.com/TmBmcG5.png Export options: http://i.imgur.com/xWNwasP.png Here is the file: https://dl.dropboxusercontent.com/u/26887202/blender/test_fbx.zip I talked to Mont29 - he said to make the report. EDITED: The same issue is with lights. All lights have difference of 90 degree. **Exact steps for others to reproduce the error** Export to fbx, open in houdini.
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @PaulGeraskin

Added subscriber: @PaulGeraskin

#45329 was marked as duplicate of this issue

#45329 was marked as duplicate of this issue

blender/blender#43153 was marked as duplicate of this issue

blender/blender#43153 was marked as duplicate of this issue
paul geraskin changed title from FBX: Camera issues to FBX: Camera and Lights issues 2014-08-09 13:27:01 +02:00
Bastien Montagne self-assigned this 2014-08-09 15:02:39 +02:00

Trick here is to determine whether it’s Houdini that does not handle correctly cam/lamp orientations on import, or our correction factor that’s bad…

Trick here is to determine whether it’s Houdini that does not handle correctly cam/lamp orientations on import, or our correction factor that’s bad…

Added subscriber: @jrestemeier

Added subscriber: @jrestemeier

@Jens, maybe you have to get a simple file with spot+cam exported from maya or max?

@Jens, maybe you have to get a simple file with spot+cam exported from maya or max?

@PaulGeraskin, could you please try this file from maya? blender_fbx_impor_camera.zip

Imports fine (well oriented) in Blender, afaik.

@PaulGeraskin, could you please try this file from maya? [blender_fbx_impor_camera.zip](https://archive.blender.org/developer/F102166/blender_fbx_impor_camera.zip) Imports fine (well oriented) in Blender, afaik.
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Added subscriber: @mont29

Added subscriber: @mont29
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@mont29 it's difficult to say if rotation values are ok.
http://i.imgur.com/YRzqjmw.png

Could you use 35, 45, 90 degrees to test?

But base orientation is correct.

@mont29 it's difficult to say if rotation values are ok. http://i.imgur.com/YRzqjmw.png Could you use 35, 45, 90 degrees to test? But base orientation is correct.
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This comment was removed by @PaulGeraskin

*This comment was removed by @PaulGeraskin*
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Another screen from your fbx in the houdini http://i.imgur.com/6YTP39C.png

Another screen from your fbx in the houdini http://i.imgur.com/6YTP39C.png

So it looks correct (the same) in both houdini and blender?

(Not my file btw, comes from #41372).

So it looks correct (the same) in both houdini and blender? (Not my file btw, comes from #41372).
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I'm possibly can be wrong. But possibly rotation is a bit different.
http://i.imgur.com/USTNSvO.png
Can you install houdini? Free version at least.

I'm possibly can be wrong. But possibly rotation is a bit different. http://i.imgur.com/USTNSvO.png Can you install houdini? Free version at least.

camera_and_lights.mb Some lights and a camera, modelled in Maya 2015
camera_and_lights.fbx Exported to FBX, from Maya 2015, default settings

The spotlight is off by 180 degree... something I'll have to fix right away in the importer. :)

[camera_and_lights.mb](https://archive.blender.org/developer/F102186/camera_and_lights.mb) Some lights and a camera, modelled in Maya 2015 [camera_and_lights.fbx](https://archive.blender.org/developer/F102187/camera_and_lights.fbx) Exported to FBX, from Maya 2015, default settings The spotlight is off by 180 degree... something I'll have to fix right away in the importer. :)

Fix for spotlight exported from Maya: D729: FBX exporter/importer

Sorry, I'm a bit busy with other issues. Could make a similar test file in houdini?

Fix for spotlight exported from Maya: [D729: FBX exporter/importer](https://archive.blender.org/developer/D729) Sorry, I'm a bit busy with other issues. Could make a similar test file in houdini?

BTW, a picture:
undefined

BTW, a picture: ![undefined](https://archive.blender.org/developer/F102190/undefined)
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@jrestemeier Your fbx file looks like this http://i.imgur.com/PEWIwaP.png
I cannot export fbx from houdini as i have non-commercial version yet. But i'll as some people to help me.

@jrestemeier Your fbx file looks like this http://i.imgur.com/PEWIwaP.png I cannot export fbx from houdini as i have non-commercial version yet. But i'll as some people to help me.

Committed Jens' patch as 8da39736e2.

Would consider the issue fixed from our side, if inconsistencies remain in Houdini, then assumes it’s their call. Thanks everybody! :)

Committed Jens' patch as 8da39736e2. Would consider the issue fixed from our side, if inconsistencies remain in Houdini, then assumes it’s their call. Thanks everybody! :)

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Changed status from 'Resolved' to: 'Open'

Changed status from 'Resolved' to: 'Open'
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@mont29 you did not fix camera.

  • Orthographic camera is not recognized
  • Camera rotation is fixed? As camera has 90 degrees difference. See my first post.
@mont29 you did not fix camera. - Orthographic camera is not recognized - Camera rotation is fixed? As camera has 90 degrees difference. See my first post.
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@mont29 @jrestemeier
It seems i found the way to import camera and lights with proper rotations.
Here is the result of my scene at the post http://i.imgur.com/8eHscPN.png

I just did default matrices for camera and lights.
https://developer.blender.org/diffusion/BA/browse/master/io_scene_fbx/fbx_utils.py;8da39736e2f4f11d44a84f30c07f008a8ec5316e$73
Here Lines 73 and 74 i changed like this:
MAT_CONVERT_LAMP = Matrix()
MAT_CONVERT_CAMERA = Matrix()

And everything imports perfectly in houdini! Yahoo!
Guys, can we do some checkboxes or parameters to exoport default matrices for lights and cameras?

@mont29 @jrestemeier It seems i found the way to import camera and lights with proper rotations. Here is the result of my scene at the post http://i.imgur.com/8eHscPN.png I just did default matrices for camera and lights. https://developer.blender.org/diffusion/BA/browse/master/io_scene_fbx/fbx_utils.py;8da39736e2f4f11d44a84f30c07f008a8ec5316e$73 Here Lines 73 and 74 i changed like this: MAT_CONVERT_LAMP = Matrix() MAT_CONVERT_CAMERA = Matrix() And everything imports perfectly in houdini! Yahoo! Guys, can we do some checkboxes or parameters to exoport default matrices for lights and cameras?
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And Here is rotations with such default matrices http://i.imgur.com/ZaGj35A.png

The only issue - "2.50448e-06" value instaed of "0" in houdini. Is it buggy?

And Here is rotations with such default matrices http://i.imgur.com/ZaGj35A.png The only issue - "2.50448e-06" value instaed of "0" in houdini. Is it buggy?

2.50448e-06 is very small, probably the result of rounding error. It's normally not a problem.

The exporter doesn't set the "orthographic" flag on the camera. It should be easy enough to add. I'll do that if nobody else has already done that.

I don't have Max installed (or any experience using it) so I can't check, but I assume all Autodesk applications follow the same conventions when writing lights or cameras. So it should really be an issue for Houdini to fix their importer.

2.50448e-06 is very small, probably the result of rounding error. It's normally not a problem. The exporter doesn't set the "orthographic" flag on the camera. It should be easy enough to add. I'll do that if nobody else has already done that. I don't have Max installed (or any experience using it) so I can't check, but I assume all Autodesk applications follow the same conventions when writing lights or cameras. So it should really be an issue for Houdini to fix their importer.
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@jrestemeier I get you about rounding error. But possibly the rounding could be fixed somehow? Anyway thanks for answering.
If you add Orthographic camera - you will be my savior. :)

@jrestemeier @mont29
About Matrix rotations:
I get fully the issue. The issue with Rotations is DEFAULT ORIENTATION of lamps and cameras.
Here is my explanation: http://i.imgur.com/9WwRw6U.png Here you can see that blender's camera and light have Top Orientation. Houdini has Front Default Orientation for cameras and lights. Other 3d Packages like Max, Maya, Lightwave, Modo, Unity, Unreal. Cryengine etc. can have different Default Orientations.
I can even assume that Camera Default Orientation and Light Default Orientation can be different too. For example, Light can have Top Def Orientation and Camera can have Front default orientation.
So, to solve the issue with default orientation i propose to add such parameters for blender's exporter/importer: http://i.imgur.com/pBM5do7.png
Default Orientation for Camera and for Light can be Top (as in blender). But a 3dartist can choose orientation for a package he exports it.

Thanks.

@jrestemeier I get you about rounding error. But possibly the rounding could be fixed somehow? Anyway thanks for answering. If you add Orthographic camera - you will be my savior. :) @jrestemeier @mont29 About Matrix rotations: I get fully the issue. The issue with Rotations is DEFAULT ORIENTATION of lamps and cameras. Here is my explanation: http://i.imgur.com/9WwRw6U.png Here you can see that blender's camera and light have Top Orientation. Houdini has Front Default Orientation for cameras and lights. Other 3d Packages like Max, Maya, Lightwave, Modo, Unity, Unreal. Cryengine etc. can have different Default Orientations. I can even assume that Camera Default Orientation and Light Default Orientation can be different too. For example, Light can have Top Def Orientation and Camera can have Front default orientation. So, to solve the issue with default orientation i propose to add such parameters for blender's exporter/importer: http://i.imgur.com/pBM5do7.png Default Orientation for Camera and for Light can be Top (as in blender). But a 3dartist can choose orientation for a package he exports it. Thanks.

The default orientation is specified in the FBX SDK ( http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/ ) , for example for lights: "By default, a FbxLight points along a node's negative Y axis." or for a camera "By default, a FbxCamera points in the direction of the node's positive X axis." The expectation is that any 3d package convert from and to this orientation automatically. For example Maya camera and lights point towards negative Z, but it converts when reading or writing FBX.

The default orientation is specified in the FBX SDK ( http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/ ) , for example for lights: "By default, a FbxLight points along a node's negative Y axis." or for a camera "By default, a FbxCamera points in the direction of the node's positive X axis." The expectation is that any 3d package convert from and to this orientation automatically. For example Maya camera and lights point towards negative Z, but it converts when reading or writing FBX.
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Ok, @jrestemeier
Then how do you explain that blender FBX imports incorrrectly in Modo7?
http://i.imgur.com/rlmXYzc.png - I just imported the FBX with your latest changes:
MAT_CONVERT_LAMP = Matrix() # Blender is -Z, FBX is -Y.
MAT_CONVERT_CAMERA = Matrix() # Blender is -Z, FBX is -X.

And here is the test with default matrices:
http://i.imgur.com/Iu6YcYK.png
MAT_CONVERT_LAMP = Matrix()
MAT_CONVERT_CAMERA = Matrix()
Cameras are wrong and Lights are ok.

Default Orientation in Modo:
http://i.imgur.com/oXzqbd2.png
Front

I think we need orientations:
http://i.imgur.com/pBM5do7.png

As 2 3d packages cannot load lights and cameras correctly exported from blender.

Ok, @jrestemeier Then how do you explain that blender FBX imports incorrrectly in Modo7? http://i.imgur.com/rlmXYzc.png - I just imported the FBX with your latest changes: MAT_CONVERT_LAMP = Matrix() # Blender is -Z, FBX is -Y. MAT_CONVERT_CAMERA = Matrix() # Blender is -Z, FBX is -X. And here is the test with default matrices: http://i.imgur.com/Iu6YcYK.png MAT_CONVERT_LAMP = Matrix() MAT_CONVERT_CAMERA = Matrix() Cameras are wrong and Lights are ok. Default Orientation in Modo: http://i.imgur.com/oXzqbd2.png Front I think we need orientations: http://i.imgur.com/pBM5do7.png As 2 3d packages cannot load lights and cameras correctly exported from blender.
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And here is your Maya-FBX imported into Modo http://i.imgur.com/QECK90K.png
Camera is ok, But Lights are wrong.

I 100% think that orientations for the exporter are needed.

And here is your Maya-FBX imported into Modo http://i.imgur.com/QECK90K.png Camera is ok, But Lights are wrong. I 100% think that orientations for the exporter are needed.

@jrestemeier I’ll handle the ortho stuff (just a flag and perhaps the scale to handle, I thought it was already implemented :/ ).

Regarding orientation corrections, I wonder if we should not use pre/post rotations of FBX for those? Unless they are the ones messing things up (currently, we completely ignore those advanced transform stuff during export, and use a 'function' to apply them in import, that comes from another free lib from comment in code:

    # This is quite involved, 'fbxRNode.cpp' from openscenegraph used as a reference

@PaulGeraskin we won't add such correction factors in UI for now. In first place, because we do not want to support other apps’ bugs! We have more than enough to handle our own! And this would make UI a complete mess.

@jrestemeier I’ll handle the ortho stuff (just a flag and perhaps the scale to handle, I thought it was already implemented :/ ). Regarding orientation corrections, I wonder if we should not use pre/post rotations of FBX for those? Unless they are the ones messing things up (currently, we completely ignore those advanced transform stuff during export, and use a 'function' to apply them in import, that comes from another free lib from comment in code: ``` # This is quite involved, 'fbxRNode.cpp' from openscenegraph used as a reference ``` @PaulGeraskin we won't add such correction factors in UI for now. In first place, because **we do not want** to support other apps’ bugs! We have more than enough to handle our own! And this would make UI a complete mess.
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@mont29
you will save lives of thousands 3d artists. This is really important.
Yes, you have FBX specs. But reality is different.

@mont29 you will save lives of thousands 3d artists. This is really important. Yes, you have FBX specs. But reality is different.

@mont29 : That is possible. I am using a system like that for the importer to fix the bone orientations and I can try that out in the exporter when I make bone orientation work in there. Though the transform stack is specified in the SDK, so there shouldn't be any variation in there. It may be simpler to use local transforms so that matrix decomposition can be used like it is now.
I think the pre/post rotations were introduced so that nodes map 1:1 to Maya transforms.

My suspicion is that the Maya importer detects that the FBX was written by Blender and compensates for the orientation of an earlier version.

I don't mind adding custom orientation for lights and cameras, though I have to wrap up my existing stuff first.

@mont29 : That is possible. I am using a system like that for the importer to fix the bone orientations and I can try that out in the exporter when I make bone orientation work in there. Though the transform stack is specified in the SDK, so there shouldn't be any variation in there. It may be simpler to use local transforms so that matrix decomposition can be used like it is now. I think the pre/post rotations were introduced so that nodes map 1:1 to Maya transforms. My suspicion is that the Maya importer detects that the FBX was written by Blender and compensates for the orientation of an earlier version. I don't mind adding custom orientation for lights and cameras, though I have to wrap up my existing stuff first.
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In #41374#37, @jrestemeier wrote:
I don't mind adding custom orientation for lights and cameras, though I have to wrap up my existing stuff first.

That would be great. I hope @mont29 will allow this. :)

> In #41374#37, @jrestemeier wrote: > I don't mind adding custom orientation for lights and cameras, though I have to wrap up my existing stuff first. That would be great. I hope @mont29 will allow this. :)

@mont29 won't allow this, again, either this is a bug in our current handling of cam/lamps orientations, or this is a bug in Houdini. Unfortunately, I have the bad feeling issue is on our side… :/

@jrestemeier yes, please do not split yourself, one of that kind of issue at a time is more than enough for one man I believe! But honestly, I would be ten thousand times surprised if Maya made any special case for Blender - from their POV, we do not even exist, since we do not use their official-only-way-to-handle-FBX-files, aka FBX SDK!

@mont29 won't allow this, again, either this is a bug in our current handling of cam/lamps orientations, or this is a bug in Houdini. Unfortunately, I have the bad feeling issue is on our side… :/ @jrestemeier yes, please do not split yourself, one of that kind of issue at a time is more than enough for one man I believe! But honestly, I would be ten thousand times surprised if Maya made any special case for Blender - from their POV, we do not even exist, since we do not use their official-only-way-to-handle-FBX-files, aka FBX SDK!

@mont29, I just tried the files in Unity and got a similar result, i.e. the Blender orientation is 180 degree off from the Maya direction. Both are off 90 degree from the correct direction, but then again Unity doesn't make any attempt to import lights or cameras in the first place.
So I guess we have a bug, or we hit some odd compatibility/workaround code path in the FBX SDK.

@mont29, I just tried the files in Unity and got a similar result, i.e. the Blender orientation is 180 degree off from the Maya direction. Both are off 90 degree from the correct direction, but then again Unity doesn't make any attempt to import lights or cameras in the first place. So I guess we have a bug, or we hit some odd compatibility/workaround code path in the FBX SDK.
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@jrestemeier And how it will be in Unreal 3/4?
I'm on linux. Cannot test it.

@jrestemeier And how it will be in Unreal 3/4? I'm on linux. Cannot test it.

Just added ortho support for cameras…

But there are still some very odd things with houdini and FBX, tbh I stopped using it as test tool, I suspect they do not handle things correctly really on their side either…

Just added ortho support for cameras… But there are still some very odd things with houdini and FBX, tbh I stopped using it as test tool, I suspect they do not handle things correctly really on their side either…
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@mont29 thanks a lot!
The only thing is left - camera and lights rotation.
i hope you guys find the right way to fix rotations.
As maya fbx is imported correctly into houdini.

@mont29 thanks a lot! The only thing is left - camera and lights rotation. i hope you guys find the right way to fix rotations. As maya fbx is imported correctly into houdini.
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@mont29 @jrestemeier about rounding error - it seems it's Houdini's issue. I reported them.
Modo and unity has no rounding issue http://i.imgur.com/eEtc1IT.png

@mont29 @jrestemeier about rounding error - it seems it's Houdini's issue. I reported them. Modo and unity has no rounding issue http://i.imgur.com/eEtc1IT.png
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Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
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@mont29, shouldn't fbx reports be #addons only?

@mont29, shouldn't fbx reports be #addons only?

Yep, addons and import/export. ;)

Yep, addons and import/export. ;)

Added subscriber: @GeneFerrol

Added subscriber: @GeneFerrol

Same problem with export to Cinema 4D, Camera is importert mirror-inverted and aims into the opposite direction.

Same problem with export to Cinema 4D, Camera is importert mirror-inverted and aims into the opposite direction.

Setting to low, because this implies an app I have no access to…

Setting to low, because this implies an app I have no access to…

Can you guys please check this issue is still relevant with latest build from our buildbot?

Can you guys please check this issue is still relevant with latest build from [our buildbot](https://builder.blender.org/download)?
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Ok, i tested in Unity and Houdini.

In Unity: Lights are ok. But Camera looks at x axis. http://imgur.com/LmdhXV3
in Houdini: lights and camera look at x axis. http://i.imgur.com/RYj1jcA.png

The file: test_fbx.blend

Ok, i tested in Unity and Houdini. In Unity: Lights are ok. But Camera looks at x axis. http://imgur.com/LmdhXV3 in Houdini: lights and camera look at x axis. http://i.imgur.com/RYj1jcA.png The file: [test_fbx.blend](https://archive.blender.org/developer/F155233/test_fbx.blend)

Sigh Ok, thanks for checking. :)

*Sigh* Ok, thanks for checking. :)

Added subscriber: @Cancer-2

Added subscriber: @Cancer-2

Added subscriber: @AlexDoso

Added subscriber: @AlexDoso

I can confirm that FBX Binary exports the camera switched in the opposite direction. This can be fixed prior to exporting by rotate the camera on it's own Y normal transformation orientation by 180 degrees. This is useless if there is camera animation.
FBX ASCII works okay.

I can confirm that FBX Binary exports the camera switched in the opposite direction. This can be fixed prior to exporting by rotate the camera on it's own Y normal transformation orientation by 180 degrees. This is useless if there is camera animation. FBX ASCII works okay.

Added potential fix as 2f6c86c461.

Can you please test it (either by direct download of latest FBX addon, or simply by testing tomorrow's builds from our buildbot)?

Added potential fix as 2f6c86c461. Can you please test it (either by direct download of latest FBX addon, or simply by testing tomorrow's builds from [our buildbot](https://builder.blender.org/download))?

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Ok, so according to @AlexDoso on 2f6c86c461, lamp/camera are OK with Maya now.

I’ll assume this is enough proof and will close this for now, thanks everybody.

Ok, so according to @AlexDoso on 2f6c86c461, lamp/camera are OK with Maya now. I’ll assume this is enough proof and will close this for now, thanks everybody.
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wait a minute.

wait a minute.
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Changed status from 'Resolved' to: 'Open'

Changed status from 'Resolved' to: 'Open'
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I tried in Houdini. And resuts a not good.

I tried to switch on/off animation but results are always not good.

  • lights have different location
  • cameras dirctions are not the same as in Blender.

Выделение_003.png
Выделение_004.png

Here is the fbx file. The fbx was exported without animation.
test_fbx_2.fbx
test_fbx_2.blend

Also, Maya 2015 did not open the file at all.
photo16496989_372764467.jpg

I reopen the bug for a while, Ok?

I tried in Houdini. And resuts a not good. I tried to switch on/off animation but results are always not good. - lights have different location - cameras dirctions are not the same as in Blender. ![Выделение_003.png](https://archive.blender.org/developer/F206556/Выделение_003.png) ![Выделение_004.png](https://archive.blender.org/developer/F206558/Выделение_004.png) Here is the fbx file. The fbx was exported without animation. [test_fbx_2.fbx](https://archive.blender.org/developer/F206563/test_fbx_2.fbx) [test_fbx_2.blend](https://archive.blender.org/developer/F206560/test_fbx_2.blend) Also, Maya 2015 did not open the file at all. ![photo16496989_372764467.jpg](https://archive.blender.org/developer/F206564/photo16496989_372764467.jpg) I reopen the bug for a while, Ok?
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Here is maya 2016. Lights and cameras are imported incorrectly too. Directions are inverted. @mont29 I suggest you install the software for better testing.
photo16496989_372765171.jpg
photo16496989_372765319.jpg

Here is maya 2016. Lights and cameras are imported incorrectly too. Directions are inverted. @mont29 I suggest you install the software for better testing. ![photo16496989_372765171.jpg](https://archive.blender.org/developer/F206569/photo16496989_372765171.jpg) ![photo16496989_372765319.jpg](https://archive.blender.org/developer/F206572/photo16496989_372765319.jpg)

@PaulGeraskin You are sure you used latest version available?

I cannot understand how @AlexDoso and you can get different results with the same software…

PS: Sure, I’ll gladly install Maya… if someone pays me the (insane) price of a license (there is no 'trial' version for linux, afaik).

@PaulGeraskin You are sure you used latest version available? I cannot understand how @AlexDoso and you can get different results with the same software… PS: Sure, I’ll gladly install Maya… if someone pays me the (insane) price of a license (there is no 'trial' version for linux, afaik).
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@mont29 I have just downloaded the buildbot https://builder.blender.org/download/
And tested it.

You are the man. Crack it on cgpersia.
Or install free 30 days trial version to VMWare windows.
You can reinstall VMWARE when 3o days will be finished.

You are the developer. You need this software.
Also Houdini is free to install.

@mont29 I have just downloaded the buildbot https://builder.blender.org/download/ And tested it. You are the man. Crack it on cgpersia. Or install free 30 days trial version to VMWare windows. You can reinstall VMWARE when 3o days will be finished. You are the developer. You need this software. Also Houdini is free to install.

works with 3ds Max 2014 too. See picture below. The picture above wasn't from Maya, but from a software I use at work, very similar to 3ds max.

pasted_file

works with 3ds Max 2014 too. See picture below. The picture above wasn't from Maya, but from a software I use at work, very similar to 3ds max. ![pasted_file](https://archive.blender.org/developer/F206587/pasted_file)

by the way, Max and Maya are free to download and use (but no for comercial use), and can be downloaded from autodesk website that gives a licence of 3 years for the software, from here: http://www.autodesk.com/education/free-software/3ds-max

by the way, Max and Maya are free to download and use (but no for comercial use), and can be downloaded from autodesk website that gives a licence of 3 years for the software, from here: http://www.autodesk.com/education/free-software/3ds-max
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@AlexDoso I dunno know how you did it. But all default maya and max importers imports the fbx with incorrect matrix.
Here is max 2015.
photo16496989_372775553.jpg

Show your importing settings.

@AlexDoso I dunno know how you did it. But all default maya and max importers imports the fbx with incorrect matrix. Here is max 2015. ![photo16496989_372775553.jpg](https://archive.blender.org/developer/F206593/photo16496989_372775553.jpg) Show your importing settings.

just downloaded today's version for windows 64: https://builder.blender.org/download/blender-2.75-f4f7348-win64.zip and made that simple scene in Blender
just be sure that you have this version:
pasted_file
binary.blend
binary.fbx

just downloaded today's version for windows 64: https://builder.blender.org/download/blender-2.75-f4f7348-win64.zip and made that simple scene in Blender just be sure that you have this version: ![pasted_file](https://archive.blender.org/developer/F206599/pasted_file) [binary.blend](https://archive.blender.org/developer/F206598/binary.blend) [binary.fbx](https://archive.blender.org/developer/F206597/binary.fbx)
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It seems The last linux version was made at saturday. "Sat Jul 11 02:43:22 2015"
i'll download win version now.

It seems The last linux version was made at saturday. "Sat Jul 11 02:43:22 2015" i'll download win version now.
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Ok, I updated the windows version. And it seems it works ok now.
Sorry for misunderstanding... I was 100% sure that linux was updated.

The only issue i found i scale is 100x about. It seems i need to make scale 0.01 during exporting from blender.

Ok, I updated the windows version. And it seems it works ok now. Sorry for misunderstanding... I was 100% sure that linux was updated. The only issue i found i scale is 100x about. It seems i need to make scale 0.01 during exporting from blender.
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender-addons#41374
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