Import/ExportProject
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Properties

Description

Import and export of data from and to external file formats.

Developers

Scripts: @Campbell Barton (campbellbarton)
COLLADA: @Gaia Clary (gaiaclary) @Nathan Letwory (jesterking) @Jeroen Bakker (jbakker)

Recent Activity

Today

Rodrigo Hernandez (kwizatz) updated the summary of D2731: Cleanup, optimization and refactoring of UDK import script.
Thu, Jun 29, 4:57 AM · Import/Export
Rodrigo Hernandez (kwizatz) created D2731: Cleanup, optimization and refactoring of UDK import script.
Thu, Jun 29, 4:54 AM · Import/Export

Mon, Jun 26

Paolo Acampora (pkrime) added a comment to D2713: FBX import characters with bone weights exceeding 1.0.

Perhaps the best option is to write an external tool: a very simple stand alone program which can normalize all the weights and save to a clean fbx file. This way we would avoid polluting blender and we would not be limited to python. We could even use the autodesk SDK (need to check their license though).

Mon, Jun 26, 10:26 PM · Python, Import/Export, Addons
Bastien Montagne (mont29) added a comment to D2713: FBX import characters with bone weights exceeding 1.0.

I don’t say trying to fix those stupid weighting is bad or wrong, I say that doing so by only normalizing on a per-vertex basis is wrong. With your code, a set of weights for three vertices like that ((0.1, 0.5, 0.2), (0.2, 1.6, 0.2), (3.0, 2.4, 0.6)) would be normalized to something like that (if I followed your code correctly): ((0.1, 0.5, 0.2), (0.1, 0.8, 0.1), (0.5, 0.4, 0.1)). On set of weights remain unchanged, while the two others are scaled by different factors - you end up with vgroups totally different from input ones, not only uniformly scaled, which imho is not acceptable in general. That’s why I said 'scale them all by highest weight found', and you are done. If people want to normalize their groups afterwards, they can do it - but it should not be done silently by default, and certainly not while letting some unnormalized.

Mon, Jun 26, 9:33 PM · Python, Import/Export, Addons
Paolo Acampora (pkrime) added a comment to D2713: FBX import characters with bone weights exceeding 1.0.
Mon, Jun 26, 7:18 PM · Python, Import/Export, Addons
Bastien Montagne (mont29) added a comment to D2713: FBX import characters with bone weights exceeding 1.0.

Hello mont29, thanks for looking into this

This won’t work that way… Main issue with this patch is that it ignores weights below 1.0 (so they won't be scaled accordingly when bigger ones are).

All weights are scaled in the latest block (line 2189). No need to store weights below 1.0 in the dictionary, as no information is lost when we assign them to the vertex group

Mon, Jun 26, 5:41 PM · Python, Import/Export, Addons
Paolo Acampora (pkrime) added a comment to D2713: FBX import characters with bone weights exceeding 1.0.

Hello mont29, thanks for looking into this

Mon, Jun 26, 5:22 PM · Python, Import/Export, Addons
Bastien Montagne (mont29) requested changes to D2713: FBX import characters with bone weights exceeding 1.0.

This won’t work that way… Main issue with this patch is that it ignores weights below 1.0 (so they won't be scaled accordingly when bigger ones are). Further more, adding yet another storage here can edn up being a problem with big meshes or lots of objects (cases that are already not-so-well handled). Further more, different 'maximum weights' would lead to different normalization factor, which

Mon, Jun 26, 4:42 PM · Python, Import/Export, Addons

Sun, Jun 25

Gaia Clary (gaiaclary) closed T50996: Crash on import Collada file as "Resolved".

This has been fixed with commit 89060babbcd6099e0d53cf0164661d11a79369bd
Please can you check if it works for you now?

Sun, Jun 25, 2:59 PM · Import/Export, Collada
Gaia Clary (gaiaclary) closed T51622: collada files won't open in some apps because <polylist> is used instead of <triangles> as "Resolved".

The Collada exporter now exports mesh geometries as <triangles> when the geometry only contains tris (or is triangulated during export).
@Johannes Horvath (John) Peterson: Thanks for reporting this issue. Please can you check if the fix works for you now?

Sun, Jun 25, 2:55 PM · Collada, Import/Export
Gaia Clary (gaiaclary) closed T51259: Collada exporter assigns the same texture to all objects as "Resolved".

This issue has been resolved with the commits:

Sun, Jun 25, 12:47 PM · Import/Export, Collada

Sat, Jun 24

Gaia Clary (gaiaclary) closed T51288: Collada exporter does not assign any texture when object has multiple UV maps as "Resolved".

This issue has been resolved with the commits:

Sat, Jun 24, 11:49 PM · BF Blender, Import/Export, Collada

Fri, Jun 23

Ivan Cappiello (icappiello) updated subscribers of D2713: FBX import characters with bone weights exceeding 1.0.

hey @Brendon Murphy (meta-androcto) can you please have a look at this?

Fri, Jun 23, 3:28 PM · Python, Import/Export, Addons

Thu, Jun 22

Ty (Danieth) added a comment to T51799: Error while trying to export an STL file (Missing Faces).

I've found that it still prints out okay it is just when i view it as an stl file that it looks wrong still not sure why.

Thu, Jun 22, 9:20 AM · Import/Export, Addons

Wed, Jun 21

Henrik Berglund (cyaoeu) added a comment to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.

Thanks for the fix.

Wed, Jun 21, 1:29 PM · Import/Export, Addons
Bastien Montagne (mont29) closed T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier as "Resolved" by committing rBaf3545591228: Fix T51856: `BKE_mesh_new_from_object()` would often generate default 'Mesh'….
Wed, Jun 21, 10:35 AM · Import/Export, Addons
Bastien Montagne (mont29) added a comment to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.

In fact, initial report is not solvable either, for pretty much same reasons: imagine you have two objects using same mesh, with at least one object with a modifier. Then we have to produce two different meshes in FBX, and we have to give them different names for consistency…

Wed, Jun 21, 10:08 AM · Import/Export, Addons
Bastien Montagne (mont29) claimed T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.

This is not as simple to solve as it may look, we cannot apply modifiers to original mesh, that would modify existing Blender scene itself! So we have to make a temp copy of the mesh, and apply modifiers on it. Thing is, in Blender two datablocks of same type are not allowed to have same name. Will see if we can work around that in exporter somehow…

Wed, Jun 21, 9:58 AM · Import/Export, Addons

Tue, Jun 20

Henrik Berglund (cyaoeu) added a comment to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier.

Note that this also happens when using linked mesh data. For example you create a sphere, add a subdivision modifier, create a bunch of (let's say 3) linked copies with Alt+D. Now when you import this into UE4 using the scene import you will end up with 3 meshes instead of one because the links were effectively broken during export.

Tue, Jun 20, 8:47 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) added a project to T51856: FBX: Apply Modifiers in the export settings causes mesh data block names to change for meshes with applied modifier: Import/Export.
Tue, Jun 20, 7:39 PM · Import/Export, Addons

Mon, Jun 19

Sybren A. Stüvel (sybren) added a comment to T51701: Alembic cache screws up mesh.

I can confirm this bug. The root cause is that the Mesh Sequence Cache modifier adjusts the vertices of the mesh directly. You can see this when you view the mesh in Edit Mode; the mesh will be deformed, instead of in the rest position as expected by the Armature modifier.

Mon, Jun 19, 12:23 PM · Import/Export, BF Blender, Alembic

Fri, Jun 16

Bastien Montagne (mont29) edited projects for T51799: Error while trying to export an STL file (Missing Faces), added: Addons, Import/Export; removed BF Blender.
Fri, Jun 16, 4:52 PM · Import/Export, Addons
Bastien Montagne (mont29) raised the priority of T51701: Alembic cache screws up mesh from "Incomplete" to "Normal".
Fri, Jun 16, 4:06 PM · Import/Export, BF Blender, Alembic
Bastien Montagne (mont29) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

Committed to master addons as rBA8b2a241baca09c9ae, will keep the report open for a bit in case there’s some news here.

Fri, Jun 16, 4:02 PM · Import/Export, Addons
Bastien Montagne (mont29) closed T50159: FBX Export Scaling Wrong as "Resolved".

Thanks, committed in master addons as rBA8b2a241baca09c9ae.

Fri, Jun 16, 4:00 PM · Import/Export, Addons

Thu, Jun 15

Paolo Acampora (pkrime) created D2713: FBX import characters with bone weights exceeding 1.0.
Thu, Jun 15, 6:57 PM · Python, Import/Export, Addons
Julien Soler (superpingu) added a comment to T50807: Collada Export should create <instance_controller> elements for Blender Shape Keys on nodes without armature.

i must apologize for being so slow. I have fallen ill but i will resume as soon as i can.

Thu, Jun 15, 2:59 PM · Import/Export, Collada
Bastien Montagne (mont29) added a comment to T46019: Blender fbx does not export normals correctly for blendshapes.

Yeah… actually, correct commit now Blender-side is rBcdd727b7ceab5772503b702322e93620b7df651b (seems like there were some history rewriting :| ).

Thu, Jun 15, 2:52 PM · Import/Export, Addons
Bastien Montagne (mont29) reopened T46019: Blender fbx does not export normals correctly for blendshapes as "Open".
Thu, Jun 15, 2:51 PM · Import/Export, Addons
Julien Soler (superpingu) added a comment to T46019: Blender fbx does not export normals correctly for blendshapes.

This problem still seems to be present in 2.78c. Normals of blend shapes still are the ones of the base shape.

Thu, Jun 15, 2:35 PM · Import/Export, Addons
Gaia Clary (gaiaclary) added a comment to T50807: Collada Export should create <instance_controller> elements for Blender Shape Keys on nodes without armature.

i must apologize for being so slow. I have fallen ill but i will resume as soon as i can.

Thu, Jun 15, 1:54 PM · Import/Export, Collada
Julien Soler (superpingu) added a comment to T50807: Collada Export should create <instance_controller> elements for Blender Shape Keys on nodes without armature.

Hi,
I spent two hours to find out that this was my problem when importing blendshapes in Unity. I'm glad to see somebody already tracked out the problem and made a complete explanation of the problem :)

Thu, Jun 15, 11:22 AM · Import/Export, Collada

Wed, Jun 14

Joel Godin (FloridaJo) triaged T51807: FBX imports wrong scale and translation on multi object file. as "Confirmed" priority.

I notice when a model is exported as well, the scale is off.

Wed, Jun 14, 7:29 PM · Import/Export, Addons
Robert S (eobet) edited the description of T51807: FBX imports wrong scale and translation on multi object file..
Wed, Jun 14, 7:17 PM · Import/Export, Addons
Aaron Carlisle (Blendify) edited projects for T51807: FBX imports wrong scale and translation on multi object file., added: Addons, Import/Export; removed BF Blender.
Wed, Jun 14, 7:14 PM · Import/Export, Addons

Fri, Jun 9

Sergey Sharybin (sergey) closed T51029: Collada Import messes up animations since 2.78 as "Archived".

Well more than a week without reply. Closing due to the policy of the bug tracker.

Fri, Jun 9, 11:37 AM · Import/Export, Collada
Sergey Sharybin (sergey) triaged T51288: Collada exporter does not assign any texture when object has multiple UV maps as "Normal" priority.
Fri, Jun 9, 11:09 AM · BF Blender, Import/Export, Collada
Bastien Montagne (mont29) closed T51658: Exporting and Importing OBJ Files isn't working. as "Resolved" by committing rBA84baf76f48e0: Fix T51658: Exporting and Importing OBJ Files isn't working..
Fri, Jun 9, 11:08 AM · Import/Export, Addons
Bastien Montagne (mont29) lowered the priority of T51658: Exporting and Importing OBJ Files isn't working. from "Unbreak Now!" to "Confirmed".

@Brendon Murphy (meta-androcto) Confirmed priority is more than enough here, unbreaknow is for absolute critical bugs (those that might generate data corruption, break your machine…).

Fri, Jun 9, 8:58 AM · Import/Export, Addons
Sybren A. Stüvel (sybren) merged T51489: Blender crash after changed imported alembic reloading into T51141: Crash when replacing an Alembic file while blender is open..
Fri, Jun 9, 8:37 AM · Alembic, Import/Export, BF Blender

Thu, Jun 8

Brendon Murphy (meta-androcto) raised the priority of T51658: Exporting and Importing OBJ Files isn't working. from "Incomplete" to "Unbreak Now!".

hi, confirming there's an issue here, possibly related to the recent materials change

Thu, Jun 8, 11:57 PM · Import/Export, Addons

Wed, Jun 7

Henrik Berglund (cyaoeu) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

UE4 bug reports are here, you'll need an account to view them though I think:

Wed, Jun 7, 4:36 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

I tested the new version. None of them gave the perfect result of normal looking mesh and normal looking animation. AllLocal and FBXCustomScale gave the result of a scaled mesh but tiny animation. The root bone has 100 scale in the skeleton but 1 scale in the animations. FBXAll and FBXUnitsScale gave the result of a tiny mesh and tiny animation. Basically what you would expect if you exported meters as centimeters, it seems like it wasn't scaled at all.

Wed, Jun 7, 1:48 PM · Import/Export, Addons

Tue, Jun 6

Bastien Montagne (mont29) closed T51700: obj export error as "Resolved" by committing rBA473d074b34b6: Fix T51700: OBJ exporter would have inverted normals in some cases..
Tue, Jun 6, 6:51 PM · Import/Export, Addons
Steffen Dünner (SteffenD) added a comment to T50159: FBX Export Scaling Wrong.

Wow! That looks great. I don't have much time to test all kinds of combinations but following the repro steps in this bug report gave me the results I expected:

Tue, Jun 6, 6:44 PM · Import/Export, Addons
Bastien Montagne (mont29) added a comment to T50159: FBX Export Scaling Wrong.

So, can you please download https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/snapshot/be617f7a2c1ebbb41d9ac96b932b439d4a2d5dcd.tar.gz and replace your current FBX addon directory content by what's in that archive? it's an attempt to rework (yet again :/ ) scaling handling in the exporter, you know have fours choices to apply custom and unit scaling either fully locally, fully as an FBX scale, or mixes of both.

Tue, Jun 6, 6:04 PM · Import/Export, Addons
Bastien Montagne (mont29) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

So, can you please download https://git.blender.org/gitweb/gitweb.cgi/blender-addons.git/snapshot/be617f7a2c1ebbb41d9ac96b932b439d4a2d5dcd.tar.gz and replace your current FBX addon directory content by what's in that archive? it's an attempt to rework (yet again :/ ) scaling handling in the exporter, you know have fours choices to apply custom and unit scaling either fully locally, fully as an FBX scale, or mixes of both.

Tue, Jun 6, 6:03 PM · Import/Export, Addons
Henrik Berglund (cyaoeu) added a comment to T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

Yeah, it may be a UE4 issue for sure. In that case a fix may be made on the UE4 side like before with the extra root bone thing, however this is still a Blender-UE4 specific issue.

Tue, Jun 6, 4:18 PM · Import/Export, Addons
Bastien Montagne (mont29) claimed T51704: FBX: exported mesh/animation does not work properly in UE4 when exported using 1 metric unit scene scale.

I would say this is an UE4 issue - for some reason, it wants to convert bones transformations such that scale ends up being unitary - but it cannot do that with animation it seems… Also probably related with T50159.

Tue, Jun 6, 3:26 PM · Import/Export, Addons
patrick gaunt (paddywwoof) added a comment to T51658: Exporting and Importing OBJ Files isn't working..

This might be related (if not please spawn a bug report in the correct place!)
https://blenderartists.org/forum/showthread.php?391401-Addon-Manuel-Bastioni-Lab-turns-Blender-in-a-laboratory-for-3d-humanoids-creation&p=3200418&viewfull=1#post3200418

Tue, Jun 6, 10:06 AM · Import/Export, Addons