Page MenuHome

Collada import Animation : Bone animations are not imported correctly
Closed, ResolvedPublic


System Information
Operating system: Windows 10
Graphics card: Intel

Blender Version

Short description of error

Exact steps for others to reproduce the error
When I import a Collada.dae file from Poser 10 with animation, the legs look fine, but I get zombie arms! They are in a fixed outward position. The imported Collada.dae file used to work in a previous version of Blender, cannot remember which one. I reported a Collada.dae bug a while back, when the arms were flapping on import, now they are in a fixed position.

Also Blender 2.80 crashes when exporting a Collada.dae file with animation.

Event Timeline

Gaia Clary (gaiaclary) lowered the priority of this task from 80 to 30.Nov 26 2019, 7:42 PM

@Trevor Hendricks (TH) Could you please try to make a simpler animation that shows the same issue ? this list might help:

  • animate only one side of the model.
  • do not export the scale animation (it is not used anyways)
  • skip all bone animations below the forarm bones
  • skip the leg animation.
  • make a smaller animation of just a few frames

The smaller you can make the demo dae the better. It is not easy to debug this sort of problems and less complex files help a lot :)

As an additional note: I think the bone where things really go wrong is "Right Shoulder" and "Right Collar" (and the corresponding bones on the left side as well of course). It looks like there is a 90 degree extra rotation that we miss during import.

@Gaia Clary (gaiaclary) . I will try and make a simpler animation hopefully showing your suggestions a.s.a.p. I am using Poser 10 and the built-in 'Walk Designer' to create walk cycles. I could use another model prop like the 'mannequin' which I think has less bones. I use the Poser 10 Collada presets for exports. I think there is an option to turn off the scale animation.

I did download the game engine GODOT, after hearing about it here on Blender. I successfully imported the Walk.dae into GODOT without any modifications and it plays back as expected.

@gaiaclary . Here is an updated walk cycle using the Mannequin model. Hope these will do! Not much options in turning off the scale animations. It's either 100% or use one of the scale units. If I use fewer animation frames the cycle will not loop full cycle, I have included one with about 5 frames.

Gaia Clary (gaiaclary) renamed this task from Collada import / Export Animation : Arms are in a fixed position : Crashing on Export to Collada import Animation : Bone animations are not imported correctly.Nov 27 2019, 11:31 AM

@Trevor Hendricks (TH) Thanks for the additional collada files!

I believe i found the cause of the wrong rotations. However there is a flaw in the importer: When you enable the "auto connect" feature or the "find bone chains" feature then the bone roll is modified. This affects animations of course. So when you import a collada file that contains animations then those features may not be used for now.

Regarding the Blender crashes on exporting Animations: Please can you create a new report for this and provide a demo blend file that shows the issue?

Closing as resolved.