Collada Exporter Broken #69400

Closed
opened 2019-09-02 08:28:26 +02:00 by David Haubner · 7 comments

player.blend
Operating system: Windows 10
Graphics card: GTX 1080TI

Broken: 2.8

Animation for certain bones are missing.

Export the human and its armature from the including .blend file as Collada (.dae, including the Run animation). Try to import it again and you will see that the finger animations are missing. I tried it with other exporters and the finger animations are not missing there. Only with the Collada format.

[player.blend](https://archive.blender.org/developer/F7713833/player.blend) Operating system: Windows 10 Graphics card: GTX 1080TI Broken: 2.8 Animation for certain bones are missing. Export the human and its armature from the including .blend file as Collada (.dae, including the Run animation). Try to import it again and you will see that the finger animations are missing. I tried it with other exporters and the finger animations are not missing there. Only with the Collada format.
Author

Added subscriber: @haubna

Added subscriber: @haubna
Author

I fixed it by changing line 269 from

bool is_animated = sampler.get_bone_samples(samples, ob, bone);

to

bool is_animated = sampler.get_bone_samples(samples, ob, bone);
is_animated = true;

and line 227 from

bool is_animated = sampler.get_object_samples(samples, ob);

to

bool is_animated = sampler.get_object_samples(samples, ob);
is_animated = true;

in blender/collada/AnimationExporter.cpp
This is obviously just a hacky solution and shouldn't be implemented that way.

I fixed it by changing line 269 from ``` bool is_animated = sampler.get_bone_samples(samples, ob, bone); ``` to ``` bool is_animated = sampler.get_bone_samples(samples, ob, bone); is_animated = true; ``` and line 227 from ``` bool is_animated = sampler.get_object_samples(samples, ob); ``` to ``` bool is_animated = sampler.get_object_samples(samples, ob); is_animated = true; ``` in blender/collada/AnimationExporter.cpp This is obviously just a hacky solution and shouldn't be implemented that way.

Added subscribers: @GaiaClary, @mano-wii

Added subscribers: @GaiaClary, @mano-wii
Gaia Clary was assigned by Germano Cavalcante 2019-10-03 20:57:40 +02:00

I don't know if I did anything wrong, but when testing here, the result was far worse than just a few non-animated fingers.
@GaiaClary, can you take a look?

I don't know if I did anything wrong, but when testing here, the result was far worse than just a few non-animated fingers. @GaiaClary, can you take a look?

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Member

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Member

This is not a bug, but maybe its a bad choice of default settings:

The problem is that the fingers are set to a static pose. But by default the exporter ignores channels when the channel value does not change during the animation. To export this correctly you need to enable the Animation Export option "All keyed curves" (in the Anim section of the export properties).

It might be more convenient to change the default for this option from false to true.
Since we have no status "not an error" i have set the status to "invalid" as the next best choice. Please correct me if i am wrong.

This is not a bug, but maybe its a bad choice of default settings: The problem is that the fingers are set to a static pose. But by default the exporter ignores channels when the channel value does not change during the animation. To export this correctly you need to enable the Animation Export option "All keyed curves" (in the Anim section of the export properties). It might be more convenient to change the default for this option from false to true. Since we have no status "not an error" i have set the status to "invalid" as the next best choice. Please correct me if i am wrong.
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Reference: blender/blender#69400
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