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FBX Import could do with better bone alignment
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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


Another example
In C4D

In Blender

This is much less of a problem using collada except for the extra end bone

Event Timeline

Andrei Nadin (AnadinX) set Type to Bug.
Andrei Nadin (AnadinX) created this task.
Andrei Nadin (AnadinX) raised the priority of this task from to Needs Triage by Developer.
Bastien Montagne (mont29) claimed this task.

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. :(

Bastien Montagne (mont29) triaged this task as Normal priority.Jun 23 2015, 12:35 PM

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.

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?