FBX: non-uniformed inverted-scaled bone breaks transform matrix on export #62943
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Reference: blender/blender-addons#62943
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System Information
Operating system: Apple macOS Mojave
Graphics card: Intel Iris Graphics 550 1536 MB
Blender Version
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Worked: (optional)
Short description of error
the weapon bone that is a child of the character's root bone gets rotated by 180 degrees on the y-axis when I export the blender file as an fbx. The bone gets rotated inside blender as well as in the fbx file
Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).
test16.blend
Added subscriber: @xTheox
character bone get rotated in blender when I export the character's armature/mesh/animation as on fbxto FBX: character bone get rotated in blender when I export the character's armature/mesh/animationFBX: character bone get rotated in blender when I export the character's armature/mesh/animationto FBX: non-uniformed inverted-scaled bone breaks transform matrix on exportChanged status from 'Open' to: 'Archived'
Am fairly sure there is nothing to be done here, your bone has a non-uniform negated scale along the Y axis, that kind of things are known to be impossible to properly represent with a single matrix transform (which is a mandatory step in FBX exporter's animation baking process). In general afaik this should be avoided in rigs anyway (and even in regular objects' transformation), this always back-fires at some point.