The python fbx/collada exporter don't seems to work correctly.
using the following sequence with the attached files show the problem :
[CODE]
outfile = "test.fbx"
import math
from mathutils import Matrix
# -90 degrees
mtx4_x90n = Matrix.Rotation(-math.pi / 2.0, 4, 'X')
io_scene_fbx.export_fbx.save( None,bpy.context, filepath=outfile,
GLOBAL_MATRIX=mtx4_x90n,
EXP_OBS_SELECTED=False,
EXP_MESH=True,
EXP_MESH_APPLY_MOD=True,
EXP_ARMATURE=True,
EXP_LAMP=False,
EXP_CAMERA=False,
EXP_EMPTY=True,
EXP_IMAGE_COPY=False,
ANIM_ENABLE=True,
ANIM_OPTIMIZE=False,
ANIM_OPTIMIZE_PRECISSION=6,
ANIM_ACTION_ALL=True,
BATCH_ENABLE=False,
BATCH_GROUP=True,
BATCH_FILE_PREFIX='',
BATCH_OWN_DIR=False)
[/CODE]
see
http://blenderartists.org/forum/showthread.php?t=202531and
http://forum.unity3d.com/threads/61889-Blender-2.54-soon/page2?highlight=blender+2.54for more informations about my tests protocols (using windows command lines).
About the attached files : i tryed to isolate the problem, and it seems to occur when the blend file contains animation clips (but it's not 100% - average probability is more about 70%).
gourls.blend => create a fbx file truncated (exporter krashes inside ntpath.py)
pillard2_demo.blend => create a complete fbx file but the rendered object is broken
Marchande_02.blend => Krashes Blender during export. Generated fbx is truncated
Bridge_1.blend => A static object (no animation). Exporter krashes, fbx truncated.