Corruption on Fbx Export #48338

Closed
opened 2016-05-03 11:53:53 +02:00 by Fasit · 7 comments

Win7 64 - AMD Phenom II x6 - 16 GB RAM

Blender 2.77a

The Problem is actually fixed. But I thought It would be good to archive this, maybe it will help a dev.

I had a blender created file with 10 mesh objects with each object having 3 shapekeys. This file was exported to Unity with FBX exporter 7.4 .

The exporter settings were > Selected only Default settings with > Only Type : Armature + Mesh - Apply modifiers off - Add Leaf Bones off - Animations off.

This file exported fine.

Later I reopened the file in blender and added extra 4 shapekeys to each of the 10 meshes. These shapekeys work fine inside blender (no errors * or artifacts).
After I exported the FBX with the same settings I mentioned above, one of the mesh vertices exploded. some of the vertices explode when previous existing shapekeys are enabled. They move to correct position when a newly added shapekey is enabled, no more exploding.

I rechecked and re-exported everything couple of times, everything was working in blender but the same mesh always exploded in unity (only that mesh- 1 out of 10).

Then I closed Blender . Reopened Blender and the file. Re Exported with same settings. No more explosions.

So the problem is fixed when memory is cleared, however I suspected this is some sign of a bug ? Also sometimes if there are a lot of shapekeys on the mesh, one of the shapekeys also fail to export (missing), this is also resolved when closing and opening blender.

I don't have a clue why this happens.

Admins feel free to archive or close this report. Hope it helps.

Win7 64 - AMD Phenom II x6 - 16 GB RAM Blender 2.77a The Problem is actually fixed. But I thought It would be good to archive this, maybe it will help a dev. I had a blender created file with 10 mesh objects with each object having 3 shapekeys. This file was exported to Unity with FBX exporter 7.4 . The exporter settings were > Selected only Default settings with > Only Type : Armature + Mesh - Apply modifiers off - Add Leaf Bones off - Animations off. This file exported fine. Later I reopened the file in blender and added extra 4 shapekeys to each of the 10 meshes. These shapekeys work fine inside blender (no errors * or artifacts). After I exported the FBX with the same settings I mentioned above, one of the mesh vertices exploded. some of the vertices explode when previous existing shapekeys are enabled. They move to correct position when a newly added shapekey is enabled, no more exploding. I rechecked and re-exported everything couple of times, everything was working in blender but the same mesh always exploded in unity (only that mesh- 1 out of 10). Then I closed Blender . Reopened Blender and the file. Re Exported with same settings. No more explosions. So the problem is fixed when memory is cleared, however I suspected this is some sign of a bug ? Also sometimes if there are a lot of shapekeys on the mesh, one of the shapekeys also fail to export (missing), this is also resolved when closing and opening blender. I don't have a clue why this happens. Admins feel free to archive or close this report. Hope it helps.
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @ygtsvtr

Added subscriber: @ygtsvtr

Added subscriber: @mont29

Added subscriber: @mont29

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2016-05-03 12:30:19 +02:00

Thanks for the report, but without the file and a precise way to reproduce it’s more or less impossible to investigate. Also, there are some quirks sometimes with shapekeys and undo/redo, we already had similar reports (shape exploding in blender itself, everything fixed once re-opening), looks like in some cases the relative values get crazy… SKey have really fragile pieces of code, especially when mixing undo/redo in edit & object modes iirc…

Thanks for the report, but without the file and a precise way to reproduce it’s more or less impossible to investigate. Also, there are some quirks sometimes with shapekeys and undo/redo, we already had similar reports (shape exploding in blender itself, everything fixed once re-opening), looks like in some cases the relative values get crazy… SKey have really fragile pieces of code, especially when mixing undo/redo in edit & object modes iirc…
Author

Thanks Bastien. I was planning to make another report about shapekeys in Blender. There is a huge memory leak with one of my files (builds to 13gb ram usage). Basicaly what happens is when I delete a single shapekey on a mesh object (30+ shapes), each deletion increases memory usage by 900mbs. So after 13 steps my system runs out of memory. This doesn't happen when the shape keys are deleted by "Delete All Shapes" operation in the sub menu.I can replicate this issue with the same file but its commercial and I can't share it. However I can't replicate it in a new file.

Since you have explained the shapekey code is "fragile" I won't report this. Thanks for the heads up.

Thanks Bastien. I was planning to make another report about shapekeys in Blender. There is a huge memory leak with one of my files (builds to 13gb ram usage). Basicaly what happens is when I delete a single shapekey on a mesh object (30+ shapes), each deletion increases memory usage by 900mbs. So after 13 steps my system runs out of memory. This doesn't happen when the shape keys are deleted by "Delete All Shapes" operation in the sub menu.I can replicate this issue with the same file but its commercial and I can't share it. However I can't replicate it in a new file. Since you have explained the shapekey code is "fragile" I won't report this. Thanks for the heads up.

that mem exploding on undo could also just be caused by the fact that whole skey is stored in undo step - if the mesh is huge, this can quickly eat a lot of memory…

that mem exploding on undo could also just be caused by the fact that whole skey is stored in undo step - if the mesh is huge, this can quickly eat a lot of memory…
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Reference: blender/blender#48338
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