I've attached two files:
The first is a .blend file with an extremely simple animation. I want the cube to jump to the right on frame 20, then back to the origin on frame 40. No interpolation.
The second file is this cube exported to FBX. Upon first inspection, it kind of looks like the keyframes use Constant interpolation, but it's actually just two keyframes on adjacent frames with linear interpolation between them. This is a problem when I bring this 24fps animation into a 60fps application like Unity.
May 22 2020
I've attached two files:
May 21 2020
Feb 26 2020
@Sybren A. Stüvel (sybren) I tried your workaround (Render -> Lock Interface) and it prevented the crash,
but the materials failed to load before the render started, so my mesh rendered as bright pink. Any ideas for this? Update: Sorry, turns out it was a poorly-formed .mtl file. This workaround seems to work fine for me.
Here's a Google drive link to that horse .OBJ sequence: https://drive.google.com/open?id=11OGN-H6K9QgtDgBTXSRQ0nMCvNZuBcz8
Dec 28 2019
Sorry to bother, but I'm still hoping to get my previous question answered. I'd like to understand why this commit was reverted so that I can eventually implement Constant interpolation exports myself.
Dec 7 2019
@Dalai Felinto (dfelinto) I was wondering if you could tell me a little bit about this commit and the follow-up one that reverted it (5e6bebf). I'm hoping to do something similar, but I'm not familiar with the FBX file format. Why did you end up reverting this commit? Do you know whether it's possible to export a curve to FBX that has multiple interpolation modes?
Jun 13 2019
I apologize. I first posted this question to blender.stackexchange.com (https://blender.stackexchange.com/questions/142783/can-i-export-multiple-objects-with-individual-animations-to-fbx) where I was informed that this could be a bug. When I submitted this bug report, I honestly believed it was.
Jun 12 2019
Mar 25 2019
Mar 1 2019
Feb 28 2019
Dec 18 2018
Duplicate of T58187
Nov 29 2018
Sep 14 2016
Note that our code to guess full RNA path is not always working fully… should output a ... in path then, though, to indicate it could not fully resolve it.
Sep 13 2016
Jun 13 2014
I've also had issues with the left/right-handed coordinate system option. On models without armatures, it seems to have the right effect. However, when I export models with an armature and animations, not only does it not have an effect, but the model is sideways (Blender's z-up is pointing in the y-up direction in my software), and it's mirrored on the x-axis. Any ideas there?
Nov 28 2013
I agree that the directory where the exported file will end up should stay the same, however it doesn't make sense to keep the file name the same. The way it's currently set up, I have to change the name for each file so that the next export doesn't overwrite the previous one. If I wanted to export my model with a different name, I would gladly change it but keeping it the same adds an unnecessary step when exporting from a bunch of files.