FBX Exporter Coordinate System options don't appear to do anything in Blender 2.8 #60090

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opened 2019-01-02 21:44:55 +01:00 by Jaimi McEntire · 7 comments

System Information
Operating system: Windows 10
Graphics card: intel Iris 540

Blender Version
Broken: 2.80b
Worked: 2.79

When exporting FBX, the Z Forward and Y Up options do not appear to work.
In 2.79, using the ascii exporter, we were able to change the Z Forward from "-Z forward" to "Z forward", this would invert the model on the Z axis.
in 2.8b, the model always stays the same (as if Z Forward is always set to -Z forward.

I have included a screenshot showing the results of the options in Unity

UMA Blender Female Unified-minimal.blend

fbx-exportopts.jpg

Exact steps for others to reproduce the error

Export an FBX file with "Z Forward" set to "-Z Forward".
Export the same FBX with "Z Forward" set to "Z Forward".

Import both files into Unity, and see that they are oriented the same.

Do the same with the Ascii Exporter in 2.79, and see that the are rotated on the Z Axis.

UMA Blender Female Unified-minimal.blend

**System Information** Operating system: Windows 10 Graphics card: intel Iris 540 **Blender Version** Broken: 2.80b Worked: 2.79 When exporting FBX, the Z Forward and Y Up options do not appear to work. In 2.79, using the ascii exporter, we were able to change the Z Forward from "-Z forward" to "Z forward", this would invert the model on the Z axis. in 2.8b, the model always stays the same (as if Z Forward is always set to -Z forward. I have included a screenshot showing the results of the options in Unity [UMA Blender Female Unified-minimal.blend](https://archive.blender.org/developer/F6162251/UMA_Blender_Female_Unified-minimal.blend) ![fbx-exportopts.jpg](https://archive.blender.org/developer/F6162256/fbx-exportopts.jpg) **Exact steps for others to reproduce the error** Export an FBX file with "Z Forward" set to "-Z Forward". Export the same FBX with "Z Forward" set to "Z Forward". Import both files into Unity, and see that they are oriented the same. Do the same with the Ascii Exporter in 2.79, and see that the are rotated on the Z Axis. [UMA Blender Female Unified-minimal.blend](https://archive.blender.org/developer/F6153772/UMA_Blender_Female_Unified-minimal.blend)
Author

Added subscriber: @jaimi

Added subscriber: @jaimi

Added subscriber: @Kalle-SamuliRiihikoski

Added subscriber: @Kalle-SamuliRiihikoski

I tried with the latest blender 2.8 and it seams to work ok.

I tried with the latest blender 2.8 and it seams to work ok.
Author

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Jaimi McEntire self-assigned this 2019-03-13 15:07:00 +01:00
Author

UMA Blender Female Unified-minimal.blend

Tested as well. Working now in current version. Closing as resolved.

[UMA Blender Female Unified-minimal.blend](https://archive.blender.org/developer/F6154499/UMA_Blender_Female_Unified-minimal.blend) Tested as well. Working now in current version. Closing as resolved.

Added subscriber: @mikiflo

Added subscriber: @mikiflo

I've tested with
Unity 2019.1.0b7
and
Blender version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: blender/blender@f6cb5f5449
Does not work.

The same wrong behaviour happens in Maya or our internal engine using fbx sdk to import. The issue is that Blender save Global settings in fbx correctly
image.png
but at the same time it changes rotation of the root nodes, which it should not do
image.png

While what every app using FBX SDK roughly does is

    if (scene->GetGlobalSettings().GetAxisSystem() != FbxAxisSystem::eMayaZUp) {
        FbxAxisSystem::MayaZUp.ConvertScene(scene);
    }

I tried Blender 2.79 ascii fbx export, it behaves correctly since it does not write user-defined value of UpAxis

5d9c8f2b87/io_scene_fbx/export_fbx.py (L2278)

while binary export does

5d9c8f2b87/io_scene_fbx/export_fbx_bin.py (L2718)

I've tested with Unity 2019.1.0b7 and Blender version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: `blender/blender@f6cb5f5449` Does not work. The same wrong behaviour happens in Maya or our internal engine using fbx sdk to import. The issue is that Blender save Global settings in fbx correctly ![image.png](https://archive.blender.org/developer/F7961418/image.png) but at the same time it changes rotation of the root nodes, which it should not do ![image.png](https://archive.blender.org/developer/F7961423/image.png) While what every app using FBX SDK roughly does is ``` if (scene->GetGlobalSettings().GetAxisSystem() != FbxAxisSystem::eMayaZUp) { FbxAxisSystem::MayaZUp.ConvertScene(scene); } ``` I tried Blender 2.79 ascii fbx export, it behaves correctly since it does not write user-defined value of UpAxis https://github.com/sobotka/blender-addons/blob/5d9c8f2b871f3a02b0348c564039772d9938137a/io_scene_fbx/export_fbx.py#L2278 while binary export does https://github.com/sobotka/blender-addons/blob/5d9c8f2b871f3a02b0348c564039772d9938137a/io_scene_fbx/export_fbx_bin.py#L2718
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Reference: blender/blender-addons#60090
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