Jens Restemeier (jrestemeier)
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May 16 2013, 10:29 PM (266 w, 3 d)

Recent Activity

Mar 17 2015

Jens Restemeier (jrestemeier) reassigned T41254: FBX exporter applying incorrect rotation to some bones from Jens Restemeier (jrestemeier) to Bastien Montagne (mont29).
Mar 17 2015, 5:22 PM · Import/Export, Addons

Aug 27 2014

Jens Restemeier (jrestemeier) added a comment to T35395: New feature: Add dynamic attributes to fbx export.

This was added to the new binary FBX exporter. You'll have to either export your model manually or tweak the Unity export script to use the binary exporter.
I'm not sure if it is in the 2.71 release, but it is definitely in the current nightly build.

Aug 27 2014, 5:25 PM · BF Blender

Aug 25 2014

Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

Yes, sorry. My proposal was to implement it first as part of the FBX code so that it can be tested, and evaluate how to best move it into generic code.

Aug 25 2014, 12:07 PM

Aug 19 2014

Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

By the way, the importer turns it into this:


The reason is that it tries to keep the axis aligned to the original axis, so that animation controls work similar to the original file. This is with "ignore leaf bones".

Aug 19 2014, 10:36 AM
Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

I made a simple two-bone skeleton in motionbuilder:


(What a weird user interface!)

Aug 19 2014, 10:31 AM

Aug 14 2014

Jens Restemeier (jrestemeier) added a comment to D607: FBX Exporter: Fix space transform on first child, apply to bones and armatures.

Example File:

(I'm not sure why it is so big...)
Screenshot in Unity:

Aug 14 2014, 9:46 PM
Jens Restemeier (jrestemeier) updated the diff for D607: FBX Exporter: Fix space transform on first child, apply to bones and armatures.

I could offer this change, which unfortunately is on top of D735: FBX Exporter: (Optionally) add leaf bones and change bone orientation. It handles more cases, but may be easier to break by changes.

Aug 14 2014, 9:45 PM
Jens Restemeier (jrestemeier) added a comment to D607: FBX Exporter: Fix space transform on first child, apply to bones and armatures.

The current code as it is now doesn't work for me at all. Children are off by 90 degree.
Parenting to lights or cameras isn't going to work either, baked or not baked, because you apply MAT_CONVERT_* to them and don't correct in children.

Aug 14 2014, 5:22 PM
Jens Restemeier (jrestemeier) updated the diff for D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

I was waiting for your test results, so this just fixes the whitespace problems, adds '''slots''' and changed the debug print function.

Aug 14 2014, 3:49 PM
Jens Restemeier (jrestemeier) added a comment to D607: FBX Exporter: Fix space transform on first child, apply to bones and armatures.

Yes, I know. That model uses Empties, and from what I understand you don't like the bake to be applied to empties because you removed it several times.

Aug 14 2014, 12:34 PM

Aug 13 2014

Jens Restemeier (jrestemeier) retitled D739: FBX Importer: Bake space transform on import from to FBX Importer: Bake space transform on import.
Aug 13 2014, 9:14 PM
Jens Restemeier (jrestemeier) updated the diff for D607: FBX Exporter: Fix space transform on first child, apply to bones and armatures.

This revision is probably the smallest version that gives the correct result for models required for game development. It doesn't handle all edge cases that the my more complicated version does, but that would probably be too hard to maintain.

Aug 13 2014, 1:25 PM

Aug 12 2014

Jens Restemeier (jrestemeier) retitled D735: FBX Exporter: (Optionally) add leaf bones and change bone orientation from to FBX Exporter: (Optionally) add leaf bones and change bone orientation.
Aug 12 2014, 2:53 PM

Aug 11 2014

Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

Can you get me an FBX file from MotionBuilder?
Maya implements bone length with an extra joint at the end of a chain. That's why I added the "ignore leaf bone" option.

Aug 11 2014, 10:14 PM
Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

By the way, I tried what Maya thinks about "Limb" nodes, and they come through the same way as "LimbNode" nodes. The "Size" property is used for the bone head/tail radius.

Aug 11 2014, 6:44 PM
Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

I must say, I'm quite happy with this code, not only because I spent more than a week writing, debugging and testing it. :) I think it is a big step ahead over the limitations of the old importer, and from now on there should really be only minor fixes required. The work on the exporter will be significantly easier and much smaller, mostly keeping track of 1-2 matrices and some debugging, mainly because we know what all the data means and what it is for.

Aug 11 2014, 1:03 PM
Jens Restemeier (jrestemeier) added inline comments to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.
Aug 11 2014, 11:17 AM
Jens Restemeier (jrestemeier) added inline comments to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.
Aug 11 2014, 8:34 AM
Jens Restemeier (jrestemeier) added a comment to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.

This patch is really complicated, and nearing a lever that I wouldn't want to maintain (as in, if there is a bug, I woudlnt know where to fix or even want to have to dig into this code, it just adds a lot of complexity - but maybe am being unreasonable).

Aug 11 2014, 8:11 AM
Jens Restemeier (jrestemeier) added inline comments to D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.
Aug 11 2014, 8:04 AM

Aug 10 2014

Jens Restemeier (jrestemeier) retitled D732: FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers from to FBX Importer: Allow changes to bone orientation during import, allow ignoring "end" bones added by some modellers.
Aug 10 2014, 10:05 PM
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

@Bastien Montagne (mont29), I just tried the files in Unity and got a similar result, i.e. the Blender orientation is 180 degree off from the Maya direction. Both are off 90 degree from the correct direction, but then again Unity doesn't make any attempt to import lights or cameras in the first place.
So I guess we have a bug, or we hit some odd compatibility/workaround code path in the FBX SDK.

Aug 10 2014, 3:36 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

@Bastien Montagne (mont29) : That is possible. I am using a system like that for the importer to fix the bone orientations and I can try that out in the exporter when I make bone orientation work in there. Though the transform stack is specified in the SDK, so there shouldn't be any variation in there. It may be simpler to use local transforms so that matrix decomposition can be used like it is now.
I think the pre/post rotations were introduced so that nodes map 1:1 to Maya transforms.

Aug 10 2014, 10:05 AM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

The default orientation is specified in the FBX SDK ( http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/ ) , for example for lights: "By default, a FbxLight points along a node's negative Y axis." or for a camera "By default, a FbxCamera points in the direction of the node's positive X axis." The expectation is that any 3d package convert from and to this orientation automatically. For example Maya camera and lights point towards negative Z, but it converts when reading or writing FBX.

Aug 10 2014, 12:12 AM · Import/Export, Addons

Aug 9 2014

Jens Restemeier (jrestemeier) added a comment to D729: FBX exporter/importer.

Okay, there seems to be some strange stuff going on...

Aug 9 2014, 11:46 PM
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

2.50448e-06 is very small, probably the result of rounding error. It's normally not a problem.

Aug 9 2014, 11:13 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

BTW, a picture:

Aug 9 2014, 8:27 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

Fix for spotlight exported from Maya: D729: FBX exporter/importer

Aug 9 2014, 8:26 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to D729: FBX exporter/importer.

Maya test file
Exported FBX file. (You may have to extend the falloff of the spot light a bit to see it properly.)

Aug 9 2014, 8:21 PM
Jens Restemeier (jrestemeier) retitled D729: FBX exporter/importer from to FBX exporter/importer.
Aug 9 2014, 8:20 PM
Jens Restemeier (jrestemeier) added a comment to T41374: FBX: Camera and Lights issues.

The spotlight is off by 180 degree... something I'll have to fix right away in the importer. :)

Aug 9 2014, 7:57 PM · Import/Export, Addons

Aug 7 2014

Jens Restemeier (jrestemeier) added reviewers for D719: mathutils/python : fix for big endian platforms: Bastien Montagne (mont29), Campbell Barton (campbellbarton).
Aug 7 2014, 3:45 PM
Jens Restemeier (jrestemeier) retitled D719: mathutils/python : fix for big endian platforms from to mathutils/python : fix for big endian platforms.
Aug 7 2014, 3:44 PM

Aug 3 2014

Jens Restemeier (jrestemeier) added a comment to T36971: FBX exporter improvements WIP.

Yes, this was old stuff against the ascii exporter and they are already in the new binary exporter.

Aug 3 2014, 10:33 AM · BF Blender

Aug 1 2014

Jens Restemeier (jrestemeier) added a comment to T41254: FBX exporter applying incorrect rotation to some bones.

No idea... the version used for FBX Viewer originally shows the problem and the version I've got installed on my machine shows it.
I had an interesting observation with the old ascii exporter. If you switch to the FBX 6.1 ASCII exporter when writing the model the result doesn't show the jaw problem. Though I didn't have time to compare the output files, yet. (I've got to make some progress on my scheduled work...)

Aug 1 2014, 7:49 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to T41254: FBX exporter applying incorrect rotation to some bones.

Just a quick update: I was able to reproduce it in FBX Viewer (https://code.google.com/p/fbxviewer/ ) . I had to port it to the latest version of the FBX SDK because the API changed quite a bit...
The problem seems to be related to the FBX SDK (at least version 2013<= and 2015) and animations, but just the skeleton looks fine. Both work fine in Unity3D.
The data in the FBX file looks fine, so maybe the SDK just gets confused by something. You would expect this to break the whole model instead of a single bone, though.

Aug 1 2014, 3:43 PM · Import/Export, Addons

Jul 31 2014

Jens Restemeier (jrestemeier) added a comment to T41254: FBX exporter applying incorrect rotation to some bones.

Do you have a link for "Banzai viewer"? Is it this one: http://bonzaiengine.com/modelviewer.php ?

Jul 31 2014, 6:49 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) abandoned D695: FBX Importer: Misc fixes for hangs, errors and asserts.

Sorry, I didn't know I could do that myself.

Jul 31 2014, 2:20 PM
Jens Restemeier (jrestemeier) added a comment to D695: FBX Importer: Misc fixes for hangs, errors and asserts.

Submitted to git: rBA551f78e6863f

Jul 31 2014, 1:50 PM
Jens Restemeier (jrestemeier) added inline comments to D695: FBX Importer: Misc fixes for hangs, errors and asserts.
Jul 31 2014, 12:27 PM
Jens Restemeier (jrestemeier) retitled D695: FBX Importer: Misc fixes for hangs, errors and asserts from to FBX Importer: Misc fixes for hangs, errors and asserts.
Jul 31 2014, 12:20 PM
Jens Restemeier (jrestemeier) added a comment to D694: FBX Importer: Handle special case when a node needs to be parented to a posebone.

In Git:
rBA0caaf186ab2fb1576e343e6adc4a59dabfb6ed17
rBAe54ec6a7cd28d42b421d049b4608a12877d9dcdc

Jul 31 2014, 8:45 AM

Jul 30 2014

Jens Restemeier (jrestemeier) added a comment to T41254: FBX exporter applying incorrect rotation to some bones.

No problem. Ryoko, which application is used to view the FBX file?

Jul 30 2014, 8:30 PM · Import/Export, Addons
Jens Restemeier (jrestemeier) added a comment to D694: FBX Importer: Handle special case when a node needs to be parented to a posebone.

I think Campbell may have already committed the customprop stuff.

Jul 30 2014, 5:57 PM
Jens Restemeier (jrestemeier) retitled D694: FBX Importer: Handle special case when a node needs to be parented to a posebone from to FBX Importer: Handle special case when a node needs to be parented to a posebone.
Jul 30 2014, 4:59 PM
Jens Restemeier (jrestemeier) added a comment to D691: FBX Importer: Fix for assert when importing a BlendShape with only a single FullWeight item..

- test file with blend shapes
- the same file exported as fbx-ascii

Jul 30 2014, 1:11 PM
Jens Restemeier (jrestemeier) retitled D691: FBX Importer: Fix for assert when importing a BlendShape with only a single FullWeight item. from to FBX Importer: Fix for assert when importing a BlendShape with only a single FullWeight item..
Jul 30 2014, 1:10 PM
Jens Restemeier (jrestemeier) added a comment to D687: FBX Import: Import user properties.

Now in git after a long struggle: rBAb3fdb7d6cc41

Jul 30 2014, 10:28 AM

Jul 29 2014

Jens Restemeier (jrestemeier) updated the diff for D687: FBX Import: Import user properties.
  • renamed export-specific settings into FBXExport*
  • renamed FBXSettingsImport into FBXImportSettings
  • added ColorRGB and ColorRGBA types
  • removed debug print
  • grouped import settings by use
Jul 29 2014, 10:55 AM

Jul 28 2014

Jens Restemeier (jrestemeier) added inline comments to D687: FBX Import: Import user properties.
Jul 28 2014, 6:24 PM
Jens Restemeier (jrestemeier) added a comment to D687: FBX Import: Import user properties.

Argh... I noticed some leftover debug code: line 1331 print (image.items())

Jul 28 2014, 5:34 PM
Jens Restemeier (jrestemeier) added a comment to D687: FBX Import: Import user properties.

- test program to test different property types
- ascii fbx file generated by test program
- bin fbx file generated by test program

Jul 28 2014, 5:31 PM
Jens Restemeier (jrestemeier) retitled D687: FBX Import: Import user properties from to FBX Import: Import user properties.
Jul 28 2014, 5:29 PM

Jul 20 2014

Jens Restemeier (jrestemeier) updated subscribers of T41129: Error while exporting .blend Files to Unity.
Jul 20 2014, 10:55 AM · BF Blender
Jens Restemeier (jrestemeier) updated subscribers of T41129: Error while exporting .blend Files to Unity.

It is a duplicate, have a look at T40907 for a workaround.

Jul 20 2014, 10:55 AM · BF Blender

Jul 3 2014

Jens Restemeier (jrestemeier) updated subscribers of T40907: MSVC 2011 - 2012 bug: Blender Startup Failure when called from a process without SDOUT (Python crashes).
Jul 3 2014, 2:32 PM · Platform: Windows, Python, BF Blender

Mar 21 2014

Jens Restemeier (jrestemeier) added a comment to T39251: FBX Binary Export: bake space transform (change of up axis, scale) into all transforms and vertices instead of only the root transforms.

I just looked through that, you don't seem to normalise normals after transformation. The global_matrix may contain a scale value, IIRC.

Mar 21 2014, 6:36 PM · BF Blender, Addons
Jens Restemeier (jrestemeier) added a comment to T39251: FBX Binary Export: bake space transform (change of up axis, scale) into all transforms and vertices instead of only the root transforms.

Is that the correct changelist? It seems to be related to another bug.
(You could've just rejected the patch and asked me to fix it...)

Mar 21 2014, 6:01 PM · BF Blender, Addons

Mar 18 2014

Jens Restemeier (jrestemeier) added a comment to T39251: FBX Binary Export: bake space transform (change of up axis, scale) into all transforms and vertices instead of only the root transforms.

Yes, I think it is the same problem.
I was considering if I should delay this patch until after animations are implemented, but I think the earlier it is talked about and tested by other people than me, the better.
One thing you most likely want to change is if there is a more efficient way to transform vertices and normals with a matrix. At the moment I'm unpacking the array into Vectors which is probably not the best way, but I'm not familiar enough with the Blender APIs.

Mar 18 2014, 5:17 PM · BF Blender, Addons
Jens Restemeier (jrestemeier) reopened T39251: FBX Binary Export: bake space transform (change of up axis, scale) into all transforms and vertices instead of only the root transforms as "Open".
Mar 18 2014, 4:46 PM · BF Blender, Addons

Feb 24 2014

Jens Restemeier (jrestemeier) added a comment to T35395: New feature: Add dynamic attributes to fbx export.

(I assume escaping for ampersand is optional. My own code handles it, but I don't have a Max license to see which characters are escaped by default.)

Feb 24 2014, 10:52 AM · BF Blender
Jens Restemeier (jrestemeier) reopened T35395: New feature: Add dynamic attributes to fbx export as "Open".

I am missing this feature from Blender 2.69. Was there a problem with it or should I resubmit a patch against the new fbx exporter script?

Feb 24 2014, 10:30 AM · BF Blender