bug in Experimental fbx import export plugin #42295
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Reference: blender/blender-addons#42295
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http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX
This plugin works fine if you import an fbx from another program to blender or if you export and fbx with its weight to another program
The bug that I found comes out when you try to use this fbx import export feature like working with Zbrush goz.
What I mean is if I export a rigged mesh fbx to modo, or cinema 4d it's all fine,but if I take that model and from cinema 4d or modo I export again as fbx and I try to open it with blender then I can see some duplicated unwanted bones. This happens especially for child deform bones .
See this model in the zip to understand what I mean
http://lecs.opensource.secondlife.com/fittedmesh/SecondLifeAvatarSkeleton.zip
Please fix it.This would be so nice to have ,even if Blender misses a plugin like Goz this could somehow supply .
Changed status to: 'Open'
Added subscriber: @Anonb
Added subscriber: @mont29
I think that by duplicated bones, you mean 'leaf' bones (i.e., you get one more bone than expected at the end of all your bones' chains)? If so, there is an import option in Blender's FBX addon,
Ignore Leaf Bones
, that will precisely remove those during import.Else, please supply a file as exported by C4D or modo (unless i’m mistaken, there are none in supplied archive?).
Hello and thanks, Mont.
I guess you're right I mean those deform bones ,the leaf bones that you mentioned.
I followed your advice and I did a few tests.
using the .blend files from that link that I gave you in the previous post it worked fine I went from blender to c4d and back in blender without duplicated leaf bones.
Same has happened with modo.
Now I see something strange when from that folder I take the fbx native files
Skeleton.Female.fbx
and
Skeleton.Male.fbx
I try to do the same with these I see that when I open blender and import it using the experimental fbx addon, thicking "ignore leaf bones" and "automatic bones orientation" this one is a must or the bones would be really messy.
When I do this I get that almost all the bones are well oriented and almost well scaled, but only
mCollarRight and R_CLAVICLE get turned oddly
is there any fix for this or is that a bug?
you'll find the files I used for this test in this zip
http://lecs.opensource.secondlife.com/fittedmesh/SecondLifeAvatarSkeleton.zip
Changed status from 'Open' to: 'Resolved'
Thanks for the feedback.
Unfortunately, importing/exporting armature to/from FBX cannot be 100% perfect currently, mainly because FBX now uses MAYA ways of skelettons (i.e. joints, not bones, as in Blender), so… Not considered a bug though, more like a remote TODO.