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[FBX Import] Wrong scale on imported objects
Open, ConfirmedPublic

Description

System Information
Windows 10 GTX 760

Blender Version
Blender 2.79 Hash: 5bd8ac9

Short description of error
Objects are not imported with a correct scale

Exact steps for others to reproduce the error

  • Launch blender
  • Import the fbx (exported from 3DS Max)
  • It displays almost no detail

    display expected:
    display obtained:
  • Look for object named group_2
  • Change its scale to 1,1,1
  • Display is better but there are still some issues (scale still wrong on other objects and mesh of group_2 scaled too much)

Details

Type
Bug

Event Timeline

Bastien Montagne (mont29) triaged this task as Incomplete priority.Feb 19 2018, 4:31 PM

I suspect this file uses advanced FBX features we do not support… but hard (impossible) to tell with such a big fat FBX, please try to reproduce same issue with dead simple file (like, only a few cubes, without any addition like materials, textures, animation, etc.).

Hi, please find here a much lighter file. I'm not able to reproduce the issue with a scene built from scratch so I've simplified as much as possible the current scene. I hope it will be ok.

Fbx file:


Expected result:

Obtained result:

Bastien Montagne (mont29) raised the priority of this task from Incomplete to Confirmed.

Ok… so from very quick look, it’d appear issue is caused by 'geometric transform' of this FBX (in that specific case, scaling in not applied to 'local' Lcl Scaling, but to GeometricScaling).

Turns out Geometric transform should not be inherited by children. Unfortunately, we have no such thing in Blender. Working around that mess in the importer *might* be possible, but… it's going to be hell to do for sure, not even sure how to do it yet. Not to mention animations. :(

There seems to be some code to handle that in our importer, not sure what is wrong there yet, will try to find more time to check on this asap.

Cursing again to 666 Hells the insane transformation model of FBX.

Did you manage to check the issue further? I'm quite stuck with my workflow because of this (I need to do a lot of manual adjustment to work around this problem). Maybe a temporary patch (I don't need animation) or some indication to work on it myself in the script (but I'm not very efficient with python and the blender api).

Thanks!