Wed, Oct 10
Hello Tim, thank you for the topic.
Bastien, thank you for your effort and wonderful work along with the Blender Development Team!!!
Thu, Oct 4
Sun, Sep 30
Glad to hear it's working fine in 2.8, sure I totally understand 2.79 is no more developed.
Thanks for the report, but even though I can confirm the issue in 2.7x, I cannot reproduce with 2.80… All efforts are now on 2.8, so I do not intend investigating further *why* that weird glitch happens in 2.79.
Fri, Sep 28
Wed, Sep 26
You're right, I forgot that the gltf exporter wasn't shipped with Blender — I've now reported at https://github.com/KhronosGroup/glTF-Blender-Exporter/issues/306.
Indeed, any bugs with this addon should be reported to the authors of the addon.
I could only guess about what is happening exactly but this looks more like a bug in the addon.
This addon is not shipped with Blender, right? (I'm confused right now^^)
Tue, Sep 25
Not sure why, but focal length keying worked for me in Blender Version 2.79 (2.79 2017-09-11, Blender Foundation), but does not work in Version 2.79b (2.79b 2018-03-22, Blender Foundation).
Sep 23 2018
The main problem in this scene is the cyclic dependency, that is likely introducing issues when it comes to animation baking.
It's a common problem with Spline IK constraints. You can open the Blender console to see the error log, and when moving the rig bones, there's also a one frame lag which is due to the cyclic dependency issue.
The dependency graph is being re-written for Blender 2.8 to avoid this (as far as I know), for now only this kind of rig setup should be used with IK Spline constraints:
Hi, @lucas veber (lucky3), thanks for the response.
Seems like a scale/stretch related issue? If so, it's not a bug, Fbx does not support it: the scale value of each bone inherit the scale of the parent bone.
Sep 20 2018
Sep 19 2018
Thats sad. So what can we do to transfer meshes between apps without data loss? Can we fix collada exporter?
Sep 18 2018
I have found a few examples of 3DS files at archive3d.net that don’t import properly into Blender. Here’s one, and here’s the thumbnail showing what it should look like.
Sep 14 2018
@Sybren A. Stüvel (sybren) that one is for you I think?
Sep 10 2018
Sep 9 2018
Fair enough. Currently, SL viewers currently do not recognize layer info in COLLADA files. They want each layer in a separate file.
I already stated that we can add the layer attribute to the Blender collada exporter. I explained how i would do this and i explained what challenges i see to get this done properly. I also stated that i will add the layer attribute. So your request for adding this feature has been well heard and will be provided some time in the near future.
I believe that your request actually is much better placed in a separate addon that handles SL collada management in some way.
The enhanced Layer management is an addon. However, we can not add a dependency between the collada exporter and any addon, so for the blender collada exporter we still must limit the features to what default blender has to offer. For blender 2.8 i do not know yet how the layers will be organized. so i need some time to look into this (which i will certainly do before 2.8 is released).
Sep 8 2018
If the standard Layer Name addon is enabled, Blender has named layers, and the names appear in the Layer tab. By default, the names are "Layer0", "Layer1", etc., The user can rename them in the Layers tab.
yes, this is not a big issue to add to the collada exporter. Although the layer names would then actually be taken from the layer indices "0", "1", ... "31" I am not sure how we would support the creation of named layers here (blender does not support named layers in 2.79).
OK, tried exporting/re-importing into Blender, result is somewhat similar to Maya one (though no stray faces in UV map).
@Gaia Clary (gaiaclary) will let you handle that one. :)
Sep 3 2018
@Will Davies (x_tech) Uuuh indeed… Force Start/End Keying should prevent that behavior, will check.
I think I solved this issue, FBX export apparently doesn't export animation actions with unused key frames in them. It'd be nice if it'd output a message displaying this.
Did not check in detail, but I would guess that’s because Collada uses matrices, which would loose the 'multi-turn' angle, unless you add enough intermediate keyframes?
ok. you are the coder.
That’s the last time I say it: THIS BUGTRACKER IS NOT A USER SUPPORT SERVICE!
I think that it not necessary to look into the code as first thing to check. Maybe I used wrong configuration on the settings of the FBX panel,or it's necessary to use a "special" combination of settings,that I don't know. The best solution I think could be to make some attempts by the cross users,users who uses/know blender and nuke. I think that it worth trying before to close this post. If It was not strictly a bug,it was very close to be a bug,because each combination of setting should produce a different kind of effect,but since it could work only in some circumstances,it could be a bug.
You’ll have to give proof that issue is from Blender side, not from Nuke side first… afaik meshes are pretty reliable in our FBX io addon. Not our job to investigate that kind of issue, especially not with a closed-source software we don’t have access to.
Sep 2 2018
ok for the armature,but not good for the mesh. Nuke should import correctly the FBX file format.both in 6.1 ASCII and in 7.4 binary format. If it does not do it correctly,it's a bug of blender. So,I suggest to re open this bug. And anyway,the question deserves to be deepened,not closed on two feets.
@Bastien Montagne, sorry, I tried to report the bug through Blender with the built in report button in the add-ons and also through the website. I didn't realize they connected to the same thing. Won't happen again.
Thanks for the report, but this sounds more like user support than bug to me - we don’t even know whether Nuke supports rigging at all, even less if it can import it correctly from FBX…
… And making twice the same report is not a good idea either. Not at all. We already have way too much reports to handle! Suggest you think about it twice next time.
OBJ (and MTL) format does not support at all advanced shading, so there is no way to properly export a nodal shader. Only old Blender Internal shading model is roughly supported (at a basic level).
- Ignore ASCII, this is deprecated and no more maintained at all (and to be removed soon from the codebase).
- Give us exact settings you are using for your FBX export.