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Exporting/Importing an animated object hierarchy fails for FBX
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System Information
windows-7 nvidia

Blender Version
Broken: development version

Short description of error

Exporting an object hierarchy with animated children results in wrong movement when importing back to blender or Maya

Exact steps for others to reproduce the error

  1. Open the attached blend file:
  2. Export the selected items to fbx
  3. import the exported fbx file back to Blender

The resulting object hierarchy animates wrong.

  1. Import the same fbx file to Maya

The import does not create any objects in Maya

Note: This is related to T45687 where a very similar object hierarchy fails to be exported into a correct Collada file. I believe that the animation curves need to be modified, but i could not yet find the correct way to do this for Collada. I hope this is an easier task for the fbx exporter.



Event Timeline

Gaia Clary (gaiaclary) set Type to Bug.
Gaia Clary (gaiaclary) created this task.
Gaia Clary (gaiaclary) raised the priority of this task from to Needs Triage by Developer.

Thanks for the report, but no bug here. Issue is, default animation export exports all actions for all objects (useful for gamedev). So when we re-import in Blender, assigned action to each object is more or less random. If you export disabling NLA Strips, All Actions and Force Start/End Keying, everything is OK once re-imported in Blender.

As for Maya, I cannot say anything, doesn’t have it to check…