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Blender 2.6 Bug Tracker: Browse
[#24663] Improved FBX export option *NEED MORE INFO*
Date:
2010-11-11 16:22
Priority:
3
State:
Closed
Submitted by:
Andreas Suter (
dantus
)
Assigned to:
Campbell Barton (campbellbarton)
Category:
None
Status:
Fixed / Closed
Relates to:
Duplicates:
Patches:
Summary:
Improved FBX export option *NEED MORE INFO*
Detailed description
I am a Unity3D user. From time to time there are reports in the Unity forums about models made in Blender that are not correctly imported. Often it turns out that rotation and scaling in object mode was used.
So from a practical point of view, it would be very nice to have an option such as "Apply object rotation and scale" in the fbx export, preferably enabled by default.
PS: Thanks for all the great work on Blender
Followup
Message
Date
: 2010-11-11 19:20
Sender
:
Thomas Dinges
Moving to ToDo Tracker, this is a feature request.
Date
: 2010-11-12 13:35
Sender
:
Andreas Suter
As the exported mesh is wrong, I would say it is not a feature request, but a bug. I only proposed to add an option, just in case that someone needs the current solution.
Date
: 2010-11-14 16:42
Sender
:
Thomas Dinges
Moving back to Bug Tracker for further investigation.
Date
: 2010-11-14 17:51
Sender
:
Ton Roosendaal
In Blender there's an operator (and py call) to apply object matrices, but that would be destructive.
To me it seems highly strange that Unity (or fbx) don't support object level transformations. This should be supported by any sane 3D program.
Date
: 2010-11-14 19:42
Sender
:
Andreas Suter
Ton, you are right. Unity itself supports object level transforms. But as one imports a Blender model into Unity, object level transforms are applied. But I don't know where this happens.
With a simple model, there is no issue at all. But as soon as we are dealing with animated models, they become stretched.
Here is one of the posts from the Unity forum:
http://forum.unity3d.com/threads/65664-Blender-Kiwi-Bird-model-importing-issue
Date
: 2010-11-15 14:31
Sender
:
Campbell Barton
FBX Export _should_ have good support for this. however when you use scaled armature/bones with objects this probably gives problems. Can you upload the blend file which has the problem?
Tagged as needing more info.
Date
: 2010-11-15 15:38
Sender
:
Andreas Suter
Here is the file from the mentioned forum post.
Date
: 2010-11-16 05:36
Sender
:
Campbell Barton
Thanks for the example,
The issue seems to be that Unity applies the scale after the skin deformation and blender does it before.
looked into adding an option to apply scale in the exporter, while this did work it means excluding these meshes from exporting transform keyframe data or, account for removing the scale in the keyframing function which I think is too much overhead.
So for now warn if a armature deformed mesh has a scale other then 1,1,1.
of course this is a workaround but think this is just a difference in behavior from blender to other applications so rather just have users understand this then add extra options which they need to remember to enable.
Date
: 2010-11-16 10:22
Sender
:
Andreas Suter
Thank you!
Attached Files:
Name
Date
Download
kiwi.blend
2010-11-15 15:38
Download
Changes:
Field
Old Value
Date
By
Resolution
Investigate
2010-11-16 05:36
campbellbarton
close_date
2010-11-16 05:36
2010-11-16 05:36
campbellbarton
status_id
Open
2010-11-16 05:36
campbellbarton
File Added
13598: kiwi.blend
2010-11-15 15:38
dantus
Resolution
New
2010-11-15 14:31
campbellbarton
summary
Improved FBX export option
2010-11-15 14:31
campbellbarton
assigned_to
none
2010-11-14 17:51
ton