FBX Export issue with UV #56515

Closed
opened 2018-08-23 20:31:43 +02:00 by Konstantin · 8 comments

System Information
Windows 10, i5-2400, GeForce GTX970

Blender Version
Broken: 2.79 bb98e83b99e
Worked: Can't find a build that does

Short description of error
There is a problem with UVs when exporting FBX to Maya/3ds Max.
Overlapped UV shells welds in 3dsMax(look screenshot)

image.png

Overlapped UV shells randomly rip ups in faces in Maya(look screenshot)

image.png
Exact steps for others to reproduce the error
Blender

  1. Add a cube.
  2. Unwrap each face as single UV island
  3. Stack UV shells on top each other
  4. Subdivide Cube
  5. Export to FBX
  6. Import to 3dsMax
  7. Import to Mya

FBX_UV_Issue.blend

**System Information** Windows 10, i5-2400, GeForce GTX970 **Blender Version** Broken: 2.79 bb98e83b99e Worked: Can't find a build that does **Short description of error** There is a problem with UVs when exporting FBX to Maya/3ds Max. Overlapped UV shells welds in 3dsMax(look screenshot) ![image.png](https://archive.blender.org/developer/F4357373/image.png) Overlapped UV shells randomly rip ups in faces in Maya(look screenshot) ![image.png](https://archive.blender.org/developer/F4357364/image.png) **Exact steps for others to reproduce the error** **Blender** 1. Add a cube. 2. Unwrap each face as single UV island 3. Stack UV shells on top each other 4. Subdivide Cube 5. Export to FBX 6. Import to 3dsMax 7. Import to Mya [FBX_UV_Issue.blend](https://archive.blender.org/developer/F4463291/FBX_UV_Issue.blend)
Author

Added subscriber: @youthatninja

Added subscriber: @youthatninja

Added subscriber: @mont29

Added subscriber: @mont29

Please follow our submission template and guidelines, also read these tips about bug reports, and make a complete, valid bug report, with required info, precise description of the issue (only ONE issue per report!), precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.

Anyway, don’t think that is Blender issue… Maya and 3DSMax are probably doing some post-loading processing to 'sanitize' the geometry, which leads to those weird results. If you can export and re-import sanely in Blender, not much we can do.

Please follow our [submission template and guidelines](https:*developer.blender.org/maniphest/task/edit/form/1/), also read [these tips about bug reports](https:*wiki.blender.org/wiki/Process/Bug_Reports), and make a complete, valid bug report, with required info, precise description of the issue (only ONE issue per report!), precise steps to reproduce it, **small and simple** .blend and/or other files to do so if needed, etc. Anyway, don’t think that is Blender issue… Maya and 3DSMax are probably doing some post-loading processing to 'sanitize' the geometry, which leads to those weird results. If you can export and re-import sanely in Blender, not much we can do.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Bastien Montagne self-assigned this 2018-09-08 17:27:16 +02:00

OK, tried exporting/re-importing into Blender, result is somewhat similar to Maya one (though no stray faces in UV map).

Thing is, FBX only support basic UV map, not UV seam edge data. So i guess with that slightly weird UV map, all three apps rebuild their data as best as they can from incomplete FBX info. Not much we can do here am afraid, thanks for the report anyway.

OK, tried exporting/re-importing into Blender, result is somewhat similar to Maya one (though no stray faces in UV map). Thing is, FBX only support basic UV map, not UV seam edge data. So i guess with that slightly weird UV map, all three apps rebuild their data as best as they can from incomplete FBX info. Not much we can do here am afraid, thanks for the report anyway.
Author

Thats sad. So what can we do to transfer meshes between apps without data loss? Can we fix collada exporter?

Thats sad. So what can we do to transfer meshes between apps without data loss? Can we fix collada exporter?

Added subscriber: @MaDDoX

Added subscriber: @MaDDoX

Use Maya's "Game Exporter" option, instead of the regular FBX exporter, use an older ver like FBX 2012. Presto, problem solved. (I know, it's stupid)

image.png

Use Maya's "Game Exporter" option, instead of the regular FBX exporter, use an older ver like FBX 2012. Presto, problem solved. (I know, it's stupid) ![image.png](https://archive.blender.org/developer/F13464236/image.png)
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Reference: blender/blender-addons#56515
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