FBX Export Has Broken Animations when Exporting Armatures With No Mesh #72140
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Reference: blender/blender-addons#72140
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System Information
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20
Blender Version
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash:
blender/blender@26bd5ebd42
Short description of error
Exporting an FBX file that includes only an Armature and baked animation on the Armature will result in the animation not playing as intended. This can be seen more obviously in Unity when attempting to apply FBX animations to a character, but is also visible in Blender. In Unity, the FBX animation is vertical, scaled up by roughly 100x, and does not play the animation when attached to the associated character's Armature. In Blender, the FBX animation will only animate from the current idle pose of the existing Armature, rather than applying the animation's first frame offsets to the existing Armature. For some reason, this issue does not occur when the FBX is exported with the character's associated mesh, and only appears to occur when the mesh has been parented to the Armature with an Armature Deform - it works as expected if it is instead parented to the Bone.
Exact steps for others to reproduce the error
I've attached files that mimic this structure described above:
box.blend
box_anim.blend
box_imported_anim.blend
In box_imported_anim.blend, you can see the two animations applied to the base (box.blend) file, and that the animations do not match, even though the Armatures imported from the FBX files are identical.
Added subscriber: @mulkyz
Closed as duplicate of #85496
Added subscriber: @OmarEmaraDev
The issue is that the exporter overwrites the rest pose of the armature to be that of the firs frame, so an offset exists if the same action is applied. Merging to a similar report.