Fri, Mar 23
this will have to be fixed on the exporting side of things.
Wed, Mar 21
I don't know blender very well so I don't really know how it works under the hood, but there's a plugin for blender available on the marketplace called Auto Rig Pro that's able to export a UE4 Mannequin rig correctly, with no retargeting required and the imported mesh can simply select the UE4 Mannequin skeleton. Here's a video: https://www.youtube.com/watch?v=E8ny7fMXwaY
Mon, Mar 19
I'd say this is not a bug.
The same group name can apparently be reused, and refers to the same group.
- the .obj specifications are rather vague and do not mention what is supposed to happen with duplicate names.
- ue4 does the same thing with these files.
Fri, Mar 16
Sat, Mar 10
Fri, Mar 9
Custom Properties do not seen to be exported with Materials
Tue, Mar 6
Mon, Mar 5
Allright here is the conclusion. The bug was on the Rhino side of things and is also solved.
So this issue can be closed and everyone is happy :)
Hmm... wierd. In my rhino it only imports as one material...
Anyway the discussion has moved on to the McNeel forum.
As far as that goes it could seem to be solved in the latest version of Rhino.
Note that Rhino imports the file with multiple materials as well...
I did not know you could JSON-ify FBX files.
I will contact McNeel and hear what they have to say on the matter.
Thanks for the report and file. I can confirm there are two materials in Blender, but… it’s because there are two materials in FBX file!
There is probably something in how materials are stored… Can you please submit rather a two-objects-using-same-material FBX from rhino? One thousand one does not add anything here, except tremendous amount of noise in a huge file, making it impossible to analyze. :P
Sun, Mar 4
PS: It does not ppear to happen when using a FBX file exported from Blender itself...
Sat, Mar 3
Thanks for your review Campbell, it really helped me pushing the patch forward. I rolled back all unessesary changes as requested, hopefully that allows a better review.
Thu, Mar 1
I don't see why something like that should be an addon instead of a core feature in User Preference - Editing or somewhere.
Wed, Feb 28
The naming patterns for data blocks in blend files should be handled separately from the exporter. As this can be a general case not related to the IO but also scene/collection organization. That could be an task for an included add-on in the future.
It helps the Blender-UE4 pipeline so it helps users of Blender using it in combination with UE4. In this case it was FBX related and maybe hard to fix in Blender, so it was fixed in the UE4 side instead. If you're curious it's the "armature creates an extra bone in UE4" problem, I'm pretty sure that has been reported before. Maybe not a bug per definition if it's working as intended, but it caused problems in UE4 because you could not share rigs between characters, had to animate root motion in object mode and so on. For me as long as it works smoothly it's not too important where issues are fixed.
I don’t see how having code fixes in UE4 for Blender bugs help any project at all? Blender bugs are to be fixed in Blender, not in some other tool! We have a tracker to report issues, precisely to fix Blender bugs…
In an asset pipeline you want things to work, how they work under the hood is not that important to the end user. I don't believe other software put dots in names, most allow duplicate names and you have to actually fix that before exporting so in this sense Blender is better, but there's no way to change the dot delimiter to something else in Blender currently which causes this problem.
Am sorry, but what you want in an asset pipeline is to use tools that can handle decent normal names, or at the very least if they cannot, that can do the conversion/fixing themselves. We cannot support all kind of bugs from external tools out there, getting valid FBX in itself is way too much of a mess already.
Ok… so from very quick look, it’d appear issue is caused by 'geometric transform' of this FBX (in that specific case, scaling in not applied to 'local' Lcl Scaling, but to GeometricScaling).
I’d really rather not have something like that in our exporter indeed!
Tue, Feb 27
Nope, this is a pretty low priority UE4 bug probably (compared to crashes and so on) and right now Epic is preparing for GDC so there's little happening on the engine side.
Sun, Feb 25
And now it is also in Blender 2.8
Sat, Feb 24
The reworked animation exporter/importer is now in master
Feb 20 2018
Hi, please find here a much lighter file. I'm not able to reproduce the issue with a scene built from scratch so I've simplified as much as possible the current scene. I hope it will be ok.
Here's what I've got so far...it builds successfully and exports valid Alembic files, but abcls doesn't find the mayaColorSet=1 flag so I'm still doing something wrong.
Alembic::AbcCoreAbstract::MetaData md; md.set("mayaColorSet", "1"); OC4fGeomParam param(prop, name, true, kFacevaryingScope, 1, 0, md);
Feb 19 2018
Implemented import & export of camera focal length in FBX now, so will re-assign to @Sybren A. Stüvel (sybren) for the Alembic part of it…
I suspect this file uses advanced FBX features we do not support… but hard (impossible) to tell with such a big fat FBX, please try to reproduce same issue with dead simple file (like, only a few cubes, without any addition like materials, textures, animation, etc.).
I have started a rework of the animation exporter. The fix in D3070 already solves the issue, but it needs some refinement and further testing.
OK, progress--I can build Blender from source with Alembic enabled. Next step, @Dario Seyb (daseyb) says for Unity he used the following to add the Maya color set flag:
AbcGeom::MetaData md; m.set("mayaColorSet", "true"); m_colorSet = AbcGeom::OC4fGeomParam(m_scheme.getArbGeomParams(), “Cd”, true, AbcGeom::GeometryScope::kFacevaryingScope, 1, m_tsi, md);
Could you help me adapt this for Blender in abc_customdata.cc? I'm getting more certain that this is the fix to make Blender vertex colors readable in Houdini and Maya.
Feb 18 2018
Feb 17 2018
If I wanted to recompile Blender's Alembic export module with the mayaColorSet=1 flag added, where in the source should I look?