The FBX file does not appear to be valid. Attempting to load the file with Autodesk's own FBX Review application logs the error "[Layer Element] Bad number of elements in array (Crease)"
The…
Custom property animation is not supported by Blender FBX IO. This would fall under a feature request and not a bug.
Bastien Montagne explained this in the issue linked in the description:…
I cannot reproduce. The file attached in the issue description imports on 4.1.1 (and 4.3) without issue.
I've submitted !130485 which should fix the issue.
New materials being appended to the existing materials is specific to the implementation of the Set Material node, so was not something that…
The default Alt+D in edit mode is Rip Vertices and Extend
, so I'm going to guess you either mean Shift+D for Duplicate
or have a modified keymap.
![image](/attachments/e402a52e-6c5e-4737-961e-…
I don't know what an ID map is in substance painter, but yes, duplicating an object with Alt+D creates a linked duplicate of an object, meaning that the duplicate shares the same data as the…
@Mysteryem Hi! any updates on this?
Unfortunately, it is not as simple as getting the materials from the newly created Mesh because this would break exporting Objects that use material slots…
If the bpy_extras.image_utils
module has not been imported already by something else, then image_utils
will not be present as an attribute of bpy_extras
.
If the intention is to use the…
FBX IO uses bpy_extras.node_shader_utils.PrincipledBSDFWrapper
for importing and exporting materials. As far as I can tell, this does not support the vector type of Mapping nodes and will always…
The exporter could probably work around this by getting the materials from the newly created mesh whenever the evaluated object is not a mesh. I'm not sure if it would always be correct to get the…
I stepped through the export process with a simplified setup. The exported mesh does have materials, but the issue seems to be that the evaluated object has no material slots and the exporter gets…
Geometry > Export Subdivision Surface
saves the first Subdivision Surface modifier as FBX Subdivision without applying it. Applications that support FBX Subdivision can read the _FBX…