FBX Import could do with better bone alignment #45157

Closed
opened 2015-06-23 09:05:05 +02:00 by Andrei Nadin · 11 comments

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
Screenshot 2015-06-23 16.54.49.png

Not too bad (notice the foot to toes break though
Screenshot 2015-06-23 16.55.36.png

Joints Zero'd out
Screenshot 2015-06-23 17.00.03.png

EEK!
Screenshot 2015-06-23 16.56.37.png

Another example
In C4D
Screenshot 2015-06-23 15.37.34.png

In Blender
Screenshot 2015-06-23 15.38.44.png

This is much less of a problem using collada except for the extra end bone
Screenshot 2015-06-23 17.03.08.png

Joints0.dae

Joints.fbx

Joints0.fbx

FBXJoints.blend

**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 ![Screenshot 2015-06-23 16.54.49.png](https://archive.blender.org/developer/F196849/Screenshot_2015-06-23_16.54.49.png) Not too bad (notice the foot to toes break though ![Screenshot 2015-06-23 16.55.36.png](https://archive.blender.org/developer/F196851/Screenshot_2015-06-23_16.55.36.png) Joints Zero'd out ![Screenshot 2015-06-23 17.00.03.png](https://archive.blender.org/developer/F196853/Screenshot_2015-06-23_17.00.03.png) EEK! ![Screenshot 2015-06-23 16.56.37.png](https://archive.blender.org/developer/F196855/Screenshot_2015-06-23_16.56.37.png) Another example In C4D ![Screenshot 2015-06-23 15.37.34.png](https://archive.blender.org/developer/F196857/Screenshot_2015-06-23_15.37.34.png) In Blender ![Screenshot 2015-06-23 15.38.44.png](https://archive.blender.org/developer/F196859/Screenshot_2015-06-23_15.38.44.png) This is much less of a problem using collada except for the extra end bone ![Screenshot 2015-06-23 17.03.08.png](https://archive.blender.org/developer/F196863/Screenshot_2015-06-23_17.03.08.png) [Joints0.dae](https://archive.blender.org/developer/F196866/Joints0.dae) [Joints.fbx](https://archive.blender.org/developer/F196867/Joints.fbx) [Joints0.fbx](https://archive.blender.org/developer/F196868/Joints0.fbx) [FBXJoints.blend](https://archive.blender.org/developer/F196869/FBXJoints.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @AnadinX

Added subscriber: @AnadinX

Added subscriber: @mont29

Added subscriber: @mont29
Bastien Montagne self-assigned this 2015-06-23 12:34:28 +02:00

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. :(

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

This issue was referenced by d2aa512ae8b1b326f41616a4109e7dadb36bd9d5

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Committed as a new (OFF by default) option, testing is most welcome!

Committed as a new (OFF by default) option, testing is most welcome!
Author

Awesome will test as soon as a build is ready.

Awesome will test as soon as a build is ready.
Author

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.

Screenshot 2015-06-29 11.32.45.png

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.

Screenshot 2015-06-29 12.58.24.png

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. ![Screenshot 2015-06-29 11.32.45.png](https://archive.blender.org/developer/F198338/Screenshot_2015-06-29_11.32.45.png) You can see that the Horse legs are connecting in unintended ways same as the Left Leg. [Joints2.fbx](https://archive.blender.org/developer/F198340/Joints2.fbx) [Joints2.blend](https://archive.blender.org/developer/F198341/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. ![Screenshot 2015-06-29 12.58.24.png](https://archive.blender.org/developer/F198343/Screenshot_2015-06-29_12.58.24.png)

Done, thanks for suggestion. :)

Done, thanks for suggestion. :)
Author

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?

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?
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Reference: blender/blender-addons#45157
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