Fbx is not importing 100% correctly in Blender even with automatic bone orientation #45322

Closed
opened 2015-07-05 11:57:53 +02:00 by pistol ioan · 10 comments

Windows 10 64, gtx 970

blender-2.75-68d72e2-win64

I imported the same Fbx file in Maya and Cinema 4D, with no special settings to import, just default settings, and in both cases give correct results. (please see attached photo)

In blender i tried with "Automatic Bone Orientation" and with "Force Connect Children" and the bones from the hand(fingers) go a little bit outside the model.

I also attach the Character.fbx for testing.

photo.jpg
Character.fbx

**Windows 10 64, gtx 970** **blender-2.75-68d72e2-win64** I imported the same Fbx file in Maya and Cinema 4D, with no special settings to import, just default settings, and in both cases give correct results. (please see attached photo) In blender i tried with "Automatic Bone Orientation" and with "Force Connect Children" and the bones from the hand(fingers) go a little bit outside the model. I also attach the Character.fbx for testing. ![photo.jpg](https://archive.blender.org/developer/F201923/photo.jpg) [Character.fbx](https://archive.blender.org/developer/F201925/Character.fbx)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @istoltoto

Added subscriber: @istoltoto
Author

I also think the Fbx and DAE is most common format to collaborate with others, and other softwares.
And is vital to make it function correctly.

I also think the Fbx and DAE is most common format to collaborate with others, and other softwares. And is vital to make it function correctly.

Added subscriber: @mont29

Added subscriber: @mont29

You also need to enable 'Ignore Leaf bones' options it seems.

Though force connect fails in this specific case, will fix.

You also need to enable 'Ignore Leaf bones' options it seems. Though force connect fails in this specific case, will fix.
Bastien Montagne self-assigned this 2015-07-05 12:59:29 +02:00
Author

Also with 'Ignore Leaf bones' option give almost the same result (visually).
And please make it work by default, with no extra settings because can be very confused, mostly for new users.

Especially when in other softwares is working by default with no extra settings.

Also with 'Ignore Leaf bones' option give almost the same result (visually). And please make it work by default, with no extra settings because can be very confused, mostly for new users. Especially when in other softwares is working by default with no extra settings.
Author

I like "Also" very much : ))
Thank you again for your support.

I like "Also" very much : )) Thank you again for your support.

Also with 'Ignore Leaf bones' option give almost the same result (visually).
And please make it work by default, with no extra settings because can be very confused, mostly for new users.

Especially when in other softwares is working by default with no extra settings.

No. Other softwares are not a reference point here, all those are closed source using FBX official SDK, when we have to reverse-engineer that hell of a “format” and do all the dirty work ourselves. Further more, Blender uses an armature model based on bones, when many of those software use one based on joints, sometimes even without any notion of orientation. Point being, we have to recreate our more complex bone-based armature from those dead-stupid points, and this cannot be completely automated, nor can you find settings working in all cases. If we could find such, then we would not need anymore those settings!

> Also with 'Ignore Leaf bones' option give almost the same result (visually). > And please make it work by default, with no extra settings because can be very confused, mostly for new users. > > Especially when in other softwares is working by default with no extra settings. No. Other softwares are not a reference point here, all those are closed source using FBX official SDK, when we have to reverse-engineer that hell of a “format” and do all the dirty work ourselves. Further more, Blender uses an armature model based on bones, when many of those software use one based on joints, sometimes even without any notion of orientation. Point being, we have to recreate our more complex bone-based armature from those dead-stupid points, and this cannot be completely automated, nor can you find settings working in all cases. If we could find such, then we would not need anymore those settings!

This issue was referenced by blender/blender-addons@3b97049308

This issue was referenced by blender/blender-addons@3b9704930864a72e399341c3f685e8879a79340a

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#45322
No description provided.