Fri, Apr 20
Wed, Apr 18
It's reporting as 2.79.3 in the header, so I thought this was 2.79b; I'll ask them why their labeling is misleading. Apologies for the noise.
This is not an official blender version, right? (seeing that it is distributed by Chaos Group)
Tue, Apr 17
Thu, Apr 12
More than a week passed without a reply.
Wed, Apr 11
- sharp edges
- material assignments
Tue, Apr 10
Closed as duplicate of T53745
Oh cool, sounds like folks are on the trail of a solution!
Mon, Apr 9
Just something random my eye falls on (by no means is this any serious review of all of the code): the functions xxx2str seem to be misnamed. They are not converting to strings at all, they are converting to bytes, and thus should be named as such.
Sat, Apr 7
Two files for testing. They both are a uv unwrapped cube, however the data is stored in different order.
With the old code, they get different hashes, with the new code, the hash is equal.
Fri, Apr 6
That's because the CacheFile in the modifier is actually shared (as in: has two users).
Not everything in the modifier is shared (e.g. you could still alter the object_path individually for each modifier).
Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.
Wed, Apr 4
some (related?) info in T53745
Tue, Apr 3
Please follow our submission template and guidelines, also read these tips about bug reports, and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.
Videos and/or links to external sites etc. are not acceptable as bug report (they can be provided as additional information only).
Mon, Apr 2
Sat, Mar 31
Fri, Mar 30
Thu, Mar 29
Mar 27 2018
While praying for this bug not to be forgotten in the dark, i've simplified at maximum the example blend file (attached) to help. It now only contains one mesh and two bones. When exporting to Fbx and importing in other apps, such as Unity, "bone2" is imported with Rot X = 179.8, instead of -90.
Rotating in Edit Mode bone2 1 or 2 degrees in Blender fixes the issue. However it's not a clean solution, it may happen in other situations. Seems to happen when a bone is making 180 degrees x-axis angle with its parent.
After further investigations with the Fbx exporter code, tracking the exported rotations values seems to output correct values. However it's the way these values are read in other app that is the problem. Likely to be an euler issue, if only Fbx used quaternions...
Mar 26 2018
Mar 24 2018
Mar 23 2018
this will have to be fixed on the exporting side of things.
Mar 21 2018
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
Mar 19 2018
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.
Mar 16 2018
Mar 10 2018
Mar 9 2018
Custom Properties do not seen to be exported with Materials
Mar 6 2018
Mar 5 2018
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
Mar 4 2018
PS: It does not ppear to happen when using a FBX file exported from Blender itself...
Mar 3 2018
Thanks for your review Campbell, it really helped me pushing the patch forward. I rolled back all unnecessary changes as requested and hope that this allows a better review.