FBX Import could do with better bone alignment #45157
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Reference: blender/blender-addons#45157
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System Information
Operating system and graphics card
OSX 10.10.4, NVIDIA GeForce GTX 680MX 2048 MB
Blender Version
Broken: (example: 2.69.7 4b206af, see splash screen) 2.75 RC1 and 2
Worked: (optional) (Not tested previous versions)
Short description of error
Importing an FBX with joints zero'd out (aligned to the world for example) results in world aligned bones.
Ideally Bones that are in a hierarchy would a. be connected and b. have their tails snapped to the heads of their children.
Joints here are z aligned
Not too bad (notice the foot to toes break though
Joints Zero'd out
EEK!
Another example
In C4D
In Blender
This is much less of a problem using collada except for the extra end bone
Joints0.dae
Joints.fbx
Joints0.fbx
FBXJoints.blend
Changed status to: 'Open'
Added subscriber: @AnadinX
Added subscriber: @mont29
Pfff… guess we'll have to add yet another option to 'force connect' chains of bones... This shall not be needed in theory, but with applications using a simplistic joint type of armatures I guess we have no choice. :(
This issue was referenced by
d2aa512ae8
Changed status from 'Open' to: 'Resolved'
Committed as a new (OFF by default) option, testing is most welcome!
Awesome will test as soon as a build is ready.
Ok I got a nightly with the change in it and its nearly very good :)
We could do with NOT connecting when there are more than two children as in the case of this situation with hip with the two upper legs.
You can see that the Horse legs are connecting in unintended ways same as the Left Leg.
Joints2.fbx
Joints2.blend
In these cases we kind f want the Hips to just be the parent, in C4D, it draws a 'bone' to both but they are disconnected.
Done, thanks for suggestion. :)
Just tested with blender-2.75-d3109a1-OSX-10.6-x86_64 - works awesome! - thanks Bastien. Will it make it's way into 2.76 automagically?