FBX Animation Action Export Issue #56653

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opened 2018-09-02 00:35:10 +02:00 by Will Davies · 11 comments

System Information

  • Windows 10
  • NVidia GTX 1080 Founders Edition

Blender Version
Broken: 2.79b

Short description of error
I have a object in Blender that is rigged with 3 animations in the action editor. When exporting via FBX binary, only 2 of the three animation actions get exported. When exporting using FBX ASCII, all animations are exported correctly. Also, with ASCII, I've been experiencing issues where ASCII will export incorrect texture file names.

Exact steps for others to reproduce the error
Download flak-cannon-tier5.blend

  • I'm not sure if there's a better way to do this, but I've been converting .fbx binary files to JSON with this (command:*conv.exe toConvert.fbx output.g3d//j) to inspect the files.
  • Export the files using the built in Blender to FBX export function (binary). Convert to .g3dj using the utility, or inspect with another method. The FBX file does not contain all animations present in the .blend file.
  • Export the files using Blender FBX ASCII. Inspect the ASCII file using Notepad, all animation actions should be present (in this case: engage, disengage, fire).
**System Information** - Windows 10 - NVidia GTX 1080 Founders Edition **Blender Version** Broken: 2.79b **Short description of error** I have a object in Blender that is rigged with 3 animations in the action editor. When exporting via FBX binary, only 2 of the three animation actions get exported. When exporting using FBX ASCII, all animations are exported correctly. Also, with ASCII, I've been experiencing issues where ASCII will export incorrect texture file names. **Exact steps for others to reproduce the error** Download [flak-cannon-tier5.blend](https://archive.blender.org/developer/F4469311/flak-cannon-tier5.blend) - I'm not sure if there's a better way to do this, but I've been converting .fbx binary files to JSON with [this ](https:*github.com/libgdx/fbx-conv) (command:*conv.exe toConvert.fbx output.g3d//j) to inspect the files. - Export the files using the built in Blender to FBX export function (binary). Convert to .g3dj using the utility, or inspect with another method. The FBX file does not contain all animations present in the .blend file. - Export the files using Blender FBX ASCII. Inspect the ASCII file using Notepad, all animation actions should be present (in this case: engage, disengage, fire).
Author

Added subscriber: @x_tech

Added subscriber: @x_tech

blender/blender#56624 was marked as duplicate of this issue

blender/blender#56624 was marked as duplicate of this issue

Added subscriber: @mont29

Added subscriber: @mont29

Please:

  • Ignore ASCII, this is deprecated and no more maintained at all (and to be removed soon from the codebase).
  • Give us exact settings you are using for your FBX export.
Please: * Ignore ASCII, this is deprecated and no more maintained at all (and to be removed soon from the codebase). * Give us exact settings you are using for your FBX export.

… And making twice the same report is not a good idea either. Not at all. We already have way too much reports to handle! Suggest you think about it twice next time.

… And making twice the same report is not a good idea either. Not at all. We already have way too much reports to handle! Suggest you think about it twice next time.
Author

@Bastien Montagne, sorry, I tried to report the bug through Blender with the built in report button in the add-ons and also through the website. I didn't realize they connected to the same thing. Won't happen again.

@Bastien Montagne, sorry, I tried to report the bug through Blender with the built in report button in the add-ons and also through the website. I didn't realize they connected to the same thing. Won't happen again.
Author

I think I solved this issue, FBX export apparently doesn't export animation actions with unused key frames in them. It'd be nice if it'd output a message displaying this.

I think I solved this issue, FBX export apparently doesn't export animation actions with unused key frames in them. It'd be nice if it'd output a message displaying this.
Bastien Montagne self-assigned this 2018-09-03 18:44:05 +02:00

@x_tech Uuuh indeed… Force Start/End Keying should prevent that behavior, will check.

@x_tech Uuuh indeed… `Force Start/End Keying` should prevent that behavior, will check.
Member

Added subscriber: @DanielGrauer

Added subscriber: @DanielGrauer
Bastien Montagne was unassigned by Dalai Felinto 2019-12-23 16:36:00 +01:00

Added subscriber: @FrankieHobbins

Added subscriber: @FrankieHobbins

I was about to file a bug but this seems to be the same (although not very well described so I'll add more details here ,sorry if its the wrong thing to do)

  • If you have an action with f-curves that contain errors the action will not export to .FBX.
  • The simplest way to get this happening is to make an armature with 2 bones then make an action and key frame both bones. Now delete one of the bones and notice in the action editor the f-curves for the deleted bone have red lines under.
  • Export to FBX with default settings, then open the FBX and notice the action has not exported. (I used unity and autodesk fbx viewer)
  • Delete the f-curves with errors and re-export then notice how the action has exported.

I have attached a zip with a blend file and fbx showing the behaviour. Action "A-will" will export and action "B-wont" wont.

Ideally the action would still export even if there are errors.

test.zip

I was about to file a bug but this seems to be the same (although not very well described so I'll add more details here ,sorry if its the wrong thing to do) - If you have an action with f-curves that contain errors the action will not export to .FBX. - The simplest way to get this happening is to make an armature with 2 bones then make an action and key frame both bones. Now delete one of the bones and notice in the action editor the f-curves for the deleted bone have red lines under. - Export to FBX with default settings, then open the FBX and notice the action has not exported. (I used unity and autodesk fbx viewer) - Delete the f-curves with errors and re-export then notice how the action has exported. I have attached a zip with a blend file and fbx showing the behaviour. Action "A-will" will export and action "B-wont" wont. Ideally the action would still export even if there are errors. [test.zip](https://archive.blender.org/developer/F8400565/test.zip)
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Reference: blender/blender-addons#56653
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