Blender Proper FBX Import #72386
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Reference: blender/blender-addons#72386
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System Information
Operating system: Win 10 x64
Graphics card: 2x980Ti
Blender Version
Broken: blender-2.82-61a02a7aa1ca-windows64
Short description of error
Wrong FBX import, bones are wrong oriented that not allow to use IK for imported objects.
Exact steps for others to reproduce the error
Importing FBX from games or other 3D software.
Attaching blend file with imported character FBX_wrongImport.blend
attaching clean FBX file
standing.fbx
attaching image how it should look
I really appreciate that blender evolving and getting new stuff every update but please can you work with some basic stuff too that finally blender could work without problems with industrial standards because this FBX problem is like from years?
Added subscriber: @DrPhil
Added subscriber: @Ahm4Design
Please fix this first. Clients send rigged models and i am not able to animate it.
Added subscribers: @mont29, @mano-wii
@mont29, would you mind taking a look at this?
I can confirm:
If I check Force connect Children the result gets a little better, but still different from the one shown in the picture.
@Ahm4Design, for information, have you tested importing in other applications to see if the problem is not in the FBX file?
wetransfer-59e1fa.zip
i dont have any other software instead of blender
Is there any chance to make it finally work properly?
I was looking for solution and found something here: https://github.com/johnzero7/XNALaraMesh
This addon for blender allows to position bones right but its, well, not proper solution - still bones are disconnected so there is no option to use IK kinematics, also it works only with not animated armature.
Hope this topic is alive and this will provide some help to improve fbx import
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs User Info'
Did you test import this file in any other software by any chance? Dumping the file using the FBX SDK yields a rotation of
[-0.000000, 0.000000, -0.000000, 1.000000]
for all bones. So I wounder if the file doesn't contain that information anyways.It seems the node rotation I reported above is incorrect, so you may ignore that. But does enabling Ignore Leaf Bones and Automatic Bone Orientation when importing fix the issue? It seems to orient bones as advertised, but I am unsure if it is fully correct.
Yes, I imported model into C4D, Max and even Maya -> works correctly in these sofwares.
Changed status from 'Needs User Info' to: 'Needs Triage'
Not sure if you answered that question, does this fix the issue?
Changed status from 'Needs Triage' to: 'Needs User Info'
Sometimes, it works, sometimes it doesn't. Can't say for sure in what case it's working. But I believe it could have been a problem with that blender fbx importer can't import children/parent data correctly so sometimes it losing
Edit: sorry, wrote the message but forget to hit submit
Changed status from 'Needs User Info' to: 'Needs Triage'
Closed as duplicate of #53620