FBX export saves wrong keyframe values #50684
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
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
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#50684
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Windows 10
GTX 1080 (x2)
Blender Version
Broken: 2.78 4bb1e22
Short description of error
I'm trying to export baked camera animation to an FBX file to bring into another compositing program. When I import the FBX file (or even re-import into Blender), I noticed the rotation values aren't exactly the same. This makes very noticeable issues when you're trying to match projection mapped geometry to pre-rendered footage.
For example, a key frame with rotation values (92.259, 0.087, 23.025) exports to (92.229, 0.099, 22.706). I'm using XYZ Euler rotations.
Exact steps for others to reproduce the error
baked_camera_animation.blend
Changed status to: 'Open'
Added subscriber: @wayland
After some more research it appears that Blender's FBX exporter has a long history of rotation issues. Something interesting I didn't really mention above is the exported keyframes seem to start off okay - the first 50 or so frames are pretty much spot on. Then it appears to deviate along the vertical axis a bit (shifting the camera left or right by fractions of a degree), but return to expected values after about 30 frames. This happens on and off throughout the animation.
I took a peek at the exporter's source code and I noticed it converts between radians and degrees at various points. Is it possible this is a precision error when rotating/converting the matrix?
"/source/blender/python/matutils/mathutils_Matrix.c" uses a double for the angle value to avoid exactly this problem (see PyObject *C_Matrix_Rotation on line 467), but is it possible something else is creating a margin for error?
Added subscriber: @mont29
I would not expect floating point precision issues to be sensible here.
More likely, you are suffering from the simplification over baked curves applied by default by the exporter (to reduce amount of data and hence size of FBX file).
In the
Animation
settings of FBX exporter, can you please try to set theSimplify
value to zero (and ensureSampling Rate
is at its default value of 1 frame), and see whether this fixes your issue?Otherwise, I’ll need a simple .blend file demonstrating the issue to investigate it.
Well look at that, you learn something new everyday. I completely missed the simplify function - that's exactly what was happening. I agree with you, when I looked at the source code it seemed pretty unlikely it was a precision error but ya never know sometimes.
Move along, there's no bug to see here. :)
Changed status from 'Open' to: 'Archived'
Cool, thanks for quick head-up :)