Fri, Mar 17
More than a week passed without a reply.
Wed, Mar 15
Eeek, OK, sorry, missed that part of your description somehow :|
Thanks for your reply Bastien,
Tue, Mar 14
FBX exporter bakes and applies some simplification to animations (to save some space). Setting Simplify parameter to zero in Animation settings of the exporter should fix that.
Thanks for the report, but nodal materials (hence Cycles ones) are not supported by basic shading system of FBX format. You need to use 'old' BI materials.
Mon, Mar 13
Thanks for the test file.
Sun, Mar 12
Fri, Mar 10
There is no attached .blend file in the report.
Thu, Mar 9
I do not know why, but for some reason I am no longer having this issue. Thank you for helping.
Please follow our[[ https://developer.blender.org/maniphest/task/edit/form/1/ | submission template and guidelines ]] 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 (svg) to do so if needed, etc.
Wed, Mar 8
Seems fine to me?
Here is the .obj file.
Mon, Mar 6
Sat, Mar 4
The most important thing in a plurial software pipeline is to 'bake' extra properties in the .abc so we can bake a rigid nomenclature and avoid the mistake renaming or special characters by artists, also through different soft we keep It safe.
An other common use of this extra is used in a pipeline with standalone render engine like Guerilla. The workflow is based on this extra attr which has name 'tags'. With this tags it becomes possible to do shading / lookdev in parallel of animation and rigging. Shading artist generat a rendergraph without mesh who is it merged in final rendering scene with final abc files (who have extra attr tags). This technic will become standard workflow, all standard software manage this extra attr in abc, except 3dsmax and blender (for the moment). It's always used in big production as Illumination Mac Guff, Disney...
Wed, Mar 1
This indeed appears to be a bug in osm2world that you may consider reporting to them, not a bug in Blender. As far as I can tell using a , as a decimal mark is not valid for .obj or .mtl file.
Tue, Feb 28
map_test.obj.mtl is using comma's for some decimal separators but, points for others, sounds like a bug the osm2world people should fix .
Mon, Feb 27
The problem may be related to materials, because the line 1182 of import_obj.py shows the function: create_materials(...).
But as the materials in map_test.obj.mtl were not provided. It is still not possible to reproduce the bug :\
The provided file opened fine in Blender Win 7 b16fd22, no errors apart from
some UTF-8 names in the file, maybe there is some problem with reading those.
BusStop Stocznia Szczeci�ska
Can you provide us with a small and simple obj file that demonstrates the issue?
Fri, Feb 24
@Sybren A. Stüvel (sybren) just some notes if you wish to tackle this on a rainy day before I can:
@colin (col-one) do you have an example Alembic file, produced by Maya, that shows how Maya does this? Perhaps we can implement this in a compatible way.
closing as archived. no activity 18 months.
Thu, Feb 23
tested on latest nightly build 7359cc1
@Kévin Dietrich (kevindietrich) anotrher one to check, thanks. :)
@Kévin Dietrich (kevindietrich) again not sure whether this is TODO or bug or something else, will let you handle it. :)
Not sure this is a bug… @Kévin Dietrich (kevindietrich) should know. :)
Feb 22 2017
Feb 21 2017
Feb 19 2017
Feb 18 2017
It might be Unity bug, yes - but it might also be Unity applying some simplifications to animation curves when importing from FBX?
Feb 17 2017
In short, you can easily reproduce by the following steps:
That was a typo, I meant to say, change it to Z as "up", because Maya's default is Y. This is done to mimic our target environment, where Z is up.