innacurate animation upon export / re-import FBX Animation #98567

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opened 2022-06-03 00:36:23 +02:00 by planaria megatron · 5 comments

System Information
Operating system: 5.8.0-44-generic #50~20.04.1-Ubuntu
Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2

Blender Version
Broken: 3.0 - 3.3
Worked: (newest version of Blender that worked as expected)

When exporting i started to notice that the feet in my animations would clip the ground in the engine we were using. found out the problem occurs in the fbx export process.
I feel like i've tried all the fbx settings and nothing changes it?
baked_sword_crouch_attack1.jpg

baked_sword_crouch_attack.blend

export_settings.jpg

Take the armature / mesh in the bake collection , export as fbx , re-import to see the difference (note to re-align keyframes if import offset setting is non zero)

**System Information** Operating system: 5.8.0-44-generic #50~20.04.1-Ubuntu Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 **Blender Version** Broken: 3.0 - 3.3 Worked: (newest version of Blender that worked as expected) When exporting i started to notice that the feet in my animations would clip the ground in the engine we were using. found out the problem occurs in the fbx export process. I feel like i've tried all the fbx settings and nothing changes it? ![baked_sword_crouch_attack1.jpg](https://archive.blender.org/developer/F13129863/baked_sword_crouch_attack1.jpg) [baked_sword_crouch_attack.blend](https://archive.blender.org/developer/F13129846/baked_sword_crouch_attack.blend) ![export_settings.jpg](https://archive.blender.org/developer/F13129859/export_settings.jpg) Take the armature / mesh in the bake collection , export as fbx , re-import to see the difference (note to re-align keyframes if import offset setting is non zero)

Added subscriber: @fleeky

Added subscriber: @fleeky
planaria megatron changed title from innacurate animation upon export / re-import to innacurate animation upon export / re-import FBX Animation 2022-06-03 00:42:06 +02:00

small detail , if you switch the ik solver to itasc , set itasc solver to animation , not simulation and take precision to 0 and iterations to 1000 it does help the situation but still not perfect

small detail , if you switch the ik solver to itasc , set itasc solver to animation , not simulation and take precision to 0 and iterations to 1000 it does help the situation but still not perfect
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

It seems the feet in your model don't inherit the scale of their parents, but the FBX exporter doesn't support the Inherit Scale option. This is a known TODO. But as a temporary workaround, you can set Inherit Scale to Full for your feet bones for now.

It seems the feet in your model don't inherit the scale of their parents, but the FBX exporter doesn't support the Inherit Scale option. This is a known TODO. But as a temporary workaround, you can set Inherit Scale to Full for your feet bones for now.
Member

Closed as duplicate of #51807

Closed as duplicate of #51807
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Reference: blender/blender-addons#98567
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