Please allow Blender to convert scientific notation coordinates to decimal in exported files #55041

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opened 2018-05-12 20:13:55 +02:00 by sok0 · 6 comments

The attached .fbx contains vertices and shapekey offset coordinates stored in scientific notation (file originated from a .CSV file converted to .pmx then imported to Blender with plugin then exported as .FBX). The scientific notation has been passed through each step of the workflow.

The problem that I am having is that the Unity 3D engine cannot import scientific notation and sets all these values to zero. The end result is that vertices are not in the same location in Unity as they are in Blender.

It would be great if there was a way that I could convert directly through blender coordinate data from scientific notation to decimal. This may cause a truncation on some values which there could be a warning message for but it would greatly simplify my life when this problem occurs.

bugreport1.fbx

The attached .fbx contains vertices and shapekey offset coordinates stored in scientific notation (file originated from a .CSV file converted to .pmx then imported to Blender with plugin then exported as .FBX). The scientific notation has been passed through each step of the workflow. The problem that I am having is that the Unity 3D engine cannot import scientific notation and sets all these values to zero. The end result is that vertices are not in the same location in Unity as they are in Blender. It would be great if there was a way that I could convert directly through blender coordinate data from scientific notation to decimal. This may cause a truncation on some values which there could be a warning message for but it would greatly simplify my life when this problem occurs. [bugreport1.fbx](https://archive.blender.org/developer/F3349436/bugreport1.fbx)
Author

Added subscriber: @sok0

Added subscriber: @sok0
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Update: work around is to scale the mesh such that microscopic floating points (i.e. 1.0e-11 are increased to 1.0e1) so that unity doesn't round them to zero

Update: work around is to scale the mesh such that microscopic floating points (i.e. 1.0e-11 are increased to 1.0e1) so that unity doesn't round them to zero
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Added subscribers: @mont29, @lichtwerk

Added subscribers: @mont29, @lichtwerk
Bastien Montagne was assigned by Philipp Oeser 2018-05-13 14:42:18 +02:00
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Hm, this seems to follow the spec, right?

  • I believe the better choice would be to open a report with Unity (to fix on their side) rather than adding yet another option on the blender side?

But, as with anything related to FBX, I'll let @mont29 have the final word here.

Hm, this seems to follow the spec, right? - I believe the better choice would be to open a report with Unity (to fix on their side) rather than adding yet another option on the blender side? But, as with anything related to FBX, I'll let @mont29 have the final word here.

In any case, we only support binary FBX files now (which do not have that issue of course), old FBX6.1 ASCII code is only kept for historical compat and such, but no more maintained (and doomed to be removed soonish).

In any case, we only support binary FBX files now (which do not have that issue of course), old FBX6.1 ASCII code is only kept for historical compat and such, but no more maintained (and doomed to be removed soonish).

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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Reference: blender/blender#55041
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