Page MenuHome

FBX Known issues & TODO's
Confirmed, NormalPublicKNOWN ISSUE

Description

This task aims at gathering and keeping tracks of known TODO's and bugs affecting FBX IO add-on, which are not likely to be fixed any time soon. Feel free to pick any of those if you feel comfortable with that format and want to help improving its support in Blender.

DESIGN's

TODO's

Bugs

Note: Most of those probably relates to two problematic areas, that are currently not well uderstood: FBX handling of scale/units, and (the biggest culprit) FBX transformation model, especially when it comes the parenting chains (children objects, but also the whole skeleton thing).

Related Objects

Mentioned In
T79265: FBX export scale bug
T69554: FBX import does not read custom bone properties
T63728: Data, Assets & I/O Module
T63733: Python & Add-ons Module
Mentioned Here
T75277: FBX 7.5 file not importing.
T76928: FBX exporter doesn't export Constant Interpolation keyframes
T77815: Meshes parented to bones have an offset in the exported .fbx files.
T76800: FBX "Automatic bone rotation" during animation import does not work as promised
T71670: FBX exporting - camera pixel size don't correspond to original size.
T73863: Spline IK 'Fit Curve' scaling incorrect on FBX export
T70161: FBX I/O Imports and exports objects with wrong scale transform
T71729: Lack of null record on Properties70 node by FBX Exporter
T69343: Models exported using the blender fbx exporter do not react properly to vertex displacement shaders compared to the same meshes exported as Blender OBJ's and fbx's from other programs.
T66180: Blender 2.80beta - FBX import missing textures + deformed animations
T61860: FBX Exporter: vertices exported in incorrect position causing mesh deformation
T69408: FBX does not support smoothing groups.
T72680: Vertical bar in action names on FBX export
T69554: FBX import does not read custom bone properties
T45176: FBX import - mismatch in camera rotation
T46019: Blender fbx does not export normals correctly for blendshapes
T47043: Importing an fbx skeletal mesh from Blender into Unreal Engine 4 results in bones being too small to create Unreal physics asset. Requires scaling workaround.
T47344: Binary FBX (Version 7.3) with parented root bone does not import at all
T47400: FBX test suite
T51533: FBX: Trouble exporting animation to Unity, looking like Blender's baking problem
T51633: FBX: Exported rigged geometry weirdly distorted, looks eaten away at bone positions
T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale
T53620: FBX Import - Armatures are incorrect
T53908: Fbx export: random, weird bones rotation artefact
T54071: [FBX Import] Wrong scale on imported objects - General multi-level parenting issues...
T56883: Incorrect bones matrix calculation when exporting to Fbx
T60111: fbx: Armature breaks object hierarchy
T63807: Blender, UE4 via FBX. Don't work root motion because blender make one more root bone.

Event Timeline

Bastien Montagne (mont29) lowered the priority of this task from 90 to Normal.
Bastien Montagne (mont29) created this task.

In 3Ds max, animation and rebar from a blender are not correctly imported. I hope someday this will be fixed.

I left a comment on https://developer.blender.org/T73863 that may be pertinent to other bugs in this list. TLDR: I cloned Blender and looked into the bug, found out the issue involved FBX's scale inheritance being fixed at "RSrs" instead of accounting for bones' Inheritance Type. More troublingly, however, is that other software packages do not appear to deal with "Scale Compensation" consistently or correctly. Please see the comment for more details.

Bastien Montagne (mont29) changed the subtype of this task from "To Do" to "Known Issue".