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FBX Importer Doesn't Respect Size and Hierarchy
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Description

System Information
Operating system: Windows 10
Graphics card: GeForce 1080

Blender Version
Broken:
2.80 Beta
2018-12-03 00:27
Hash: a205493426b

Short description of error

Imported FBX files don't have the size or hierarchy correct. We have FBX files that were authored in 3DS Max. They import into Maya just fine. They import into UE4 just fine. But importing them into Blender results in size issues and parenting issues. See the attached screen shot. The left shows the imported models in Blender. The right shows the exact same FBX files imported into Maya.

If you look at the selected (orange highlighted) objects in Blender, you can see the circular disc and the vertical pistons that are in the Maya file.

Details

Type
Bug

Event Timeline

Brecht Van Lommel (brecht) triaged this task as Incomplete priority.Thu, Dec 6, 5:53 PM

We need an example .fbx file to demonstrate the issue, to be able to investigate this.

Sure thing. Check these out. The FBX should load into Blender like it does into Maya, UE4, etc. However it does not, as you can see in the attached screen shot.

I dug into the scene and it looks like several of the meshes aren't parented or scaled properly. In this case, the MT_Anim_ARM_03 mesh should be parented in the following hierarchy:

MT_ROOT_Main_Animation

MT_Anim_Root_Arm_All

MT_Anim_Root_Arm1

Bone007

Bone008

There's another part, MT_Anim_ARM_02 that's parented to Bone007. It imports fine. But MT_Anim_ARM_03 should be parented to Bone008 and it's not.

Manually parenting MT_Anim_ARM_03 to the MT_Anim_Root_Arm1 mesh, and then choosing the Bone008 as its parent doesn't resolve the issue.

In addition to this, most of the FBX components I've imported from 3DS Max are located in different parts of the scene when they come into Blender. In Maya and UE4, they all come in relative to each other, so it's literally an import and then you're off and running situation. But in Blender, it's requiring a lot of manual correction, which is not ideal.

Thanks for looking into this! We're looking forward to eliminating UE4 from our pipeline and doing all of our scene layout and rendering in Blender.

Here is what the animation should look like.

I spent some more time with the FBX importer. I've been unable to get the bones to import and orient as you see in this video. That said, I found that if I cleared the origin for the MT_Anim_ARM_03 mesh, then parented it to Bone007, I was able to get it to snap to the general location that it should be. Unfortunately, this had no effect on the scale. I still had to manually resize the mesh to 0.01 scale on X, Y, and Z to get it to be the right size. And even then, I have been unable to get it to orient properly.

Steve Warner (stevewarner) raised the priority of this task from Incomplete to High.Fri, Dec 7, 2:40 PM

I'm changing the status on this from "Incomplete" because I've supplied the FBX files needed to test this and resolve it. I've changed the Priority to "High" because this issue severely impacts interoperability with other 3D applications. With Blender having adopted LMB as a standard, it's clear that 2.8 is designed to appeal to new Blender users. Those coming from other applications will need a working FBX importer in order to migrate assets and take advantage of Blender's powerful toolset.

Brecht Van Lommel (brecht) lowered the priority of this task from High to Normal.Fri, Dec 7, 2:48 PM

We only use High for urgent issues.