bones missing on export to fbx #102656

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opened 2022-11-21 13:16:14 +01:00 by Joshua Na · 16 comments

System Information
Operating system: windows 10
Graphics card: rtx 3090

Blender Version
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Worked: (newest version of Blender that worked as expected)
latest version of blender

Short description of error
when an animated character is exported as fbx file by blender end bones are missing in both 3ds max and unreal engine

Exact steps for others to reproduce the error
Based on the default startup or an attached .blend file (as simple as possible).
just make a rigged character and export using blender and bone position changes and end bones are missing in both 3ds max and unreal engine. However animation worked correctly. if i enable add leaf bones the end bones are there with different names and bones are still in wrong position.

**System Information** Operating system: windows 10 Graphics card: rtx 3090 **Blender Version** Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: (newest version of Blender that worked as expected) latest version of blender **Short description of error** when an animated character is exported as fbx file by blender end bones are missing in both 3ds max and unreal engine **Exact steps for others to reproduce the error** Based on the default startup or an attached .blend file (as simple as possible). just make a rigged character and export using blender and bone position changes and end bones are missing in both 3ds max and unreal engine. However animation worked correctly. if i enable add leaf bones the end bones are there with different names and bones are still in wrong position.
Author

Added subscriber: @SimulatedFantasy

Added subscriber: @SimulatedFantasy
Author
https://drive.google.com/file/d/1j6jdiuZFZoxniS77pdxutx61yUcwbtyG/view?usp=share_link
Author

i am not sure how to describe this well anyways my foot bone in the picture was supposed to extend to the end of the foot just like the leg bone end bones added by "add leaf bones" do not change or contribute to the animation bones are also in wrong position. its just like each bone was pushed back to one level higher

i am not sure how to describe this well anyways my foot bone in the picture was supposed to extend to the end of the foot just like the leg bone end bones added by "add leaf bones" do not change or contribute to the animation bones are also in wrong position. its just like each bone was pushed back to one level higher
Member

Added subscriber: @OmarEmaraDev

Added subscriber: @OmarEmaraDev
Member

Parent bone:

bone1.png

Missing bone:

missing end bones.png

Parent bone: ![bone1.png](https://archive.blender.org/developer/F13956154/bone1.png) Missing bone: ![missing end bones.png](https://archive.blender.org/developer/F13956153/missing_end_bones.png)
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

Reimporting in Blender seems to include the end bone, so I wounder if this is something in the import process for Max and Unreal.
Can you create a much more simplified example with just couple of bone that reproduce the issue? Can you also include the FBX file exported from Max to use as a reference?

Reimporting in Blender seems to include the end bone, so I wounder if this is something in the import process for Max and Unreal. Can you create a much more simplified example with just couple of bone that reproduce the issue? Can you also include the FBX file exported from Max to use as a reference?
Author

hello thank you for the reply

the issue would happen with any rigged models so i whether it is a much more simplified stuff or not would not matter i tested this on many other stuff but the issue persists

here is the fbx file exported from 3ds max
https://drive.google.com/file/d/1HHgiBxBEcepvh_4c2Ttsb62FHE8IZ8aC/view?usp=sharing

anyways since this issue happen to both software and they look exactly the same i believe this is a blender problem but still i will submit a bug report to unreal just in case

thank you for your time

hello thank you for the reply the issue would happen with any rigged models so i whether it is a much more simplified stuff or not would not matter i tested this on many other stuff but the issue persists here is the fbx file exported from 3ds max https://drive.google.com/file/d/1HHgiBxBEcepvh_4c2Ttsb62FHE8IZ8aC/view?usp=sharing anyways since this issue happen to both software and they look exactly the same i believe this is a blender problem but still i will submit a bug report to unreal just in case thank you for your time
Member

I was asking for a much more simplified rig to make it easier for us to debug, so it would be appreciated if you can create a very simple rig that reproduce the issue and also provide the exported FBX from Max. Just because it is hard to investigate differences when the files are huge 30Mb FBXs.

I was asking for a much more simplified rig to make it easier for us to debug, so it would be appreciated if you can create a very simple rig that reproduce the issue and also provide the exported FBX from Max. Just because it is hard to investigate differences when the files are huge 30Mb FBXs.
Author

hi here it is
https://drive.google.com/file/d/1qCdYO38BNp_DYGHDHhhK6RZniwnKai0r/view?usp=sharing

the issue happened again in UE

i would also like to know why my human rig had problem so please do tell me why this happened after the investigation

also when i log in it takes me to default page even though i logged in from here please fix that too

thank you

hi here it is https://drive.google.com/file/d/1qCdYO38BNp_DYGHDHhhK6RZniwnKai0r/view?usp=sharing the issue happened again in UE i would also like to know why my human rig had problem so please do tell me why this happened after the investigation also when i log in it takes me to default page even though i logged in from here please fix that too thank you
Member

To clarify my intentions. Here is a simple file with four bones. If I export and reimport into Blender, all bones are there. Does end bones disappear in UE for this file as well?
If yes, can you recreate the exact same rig and export it from Max so that we can investigate the difference between the FBX from Blender and Max?

missingEndBone.blend

To clarify my intentions. Here is a simple file with four bones. If I export and reimport into Blender, all bones are there. Does end bones disappear in UE for this file as well? If yes, can you recreate the exact same rig and export it from Max so that we can investigate the difference between the FBX from Blender and Max? [missingEndBone.blend](https://archive.blender.org/developer/F13962684/missingEndBone.blend)
Author

hello thank you for replying
unfortunately that rig has missing end bone too in unreal
here is the file from 3ds max
thank you for your time

file.fbx

hello thank you for replying unfortunately that rig has missing end bone too in unreal here is the file from 3ds max thank you for your time [file.fbx](https://archive.blender.org/developer/F13962893/file.fbx)
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Member

The files seems to be more or less identical. The only relevant difference I found is in the "count" property, in the Max FBX file:

Definitions:  {
	Count: 20
	ObjectType: "Model" {
		Count: 10
        }
}

While in Blender's:

Definitions:  {
	Count: 16
	ObjectType: "Model" {
		Count: 6
        }
}

It seems Max counts Defromer as a Model or something. But I am not sure how this makes the Max file import well in UE.

The files seems to be more or less identical. The only relevant difference I found is in the "count" property, in the Max FBX file: ``` Definitions: { Count: 20 ObjectType: "Model" { Count: 10 } } ``` While in Blender's: ``` Definitions: { Count: 16 ObjectType: "Model" { Count: 6 } } ``` It seems Max counts Defromer as a Model or something. But I am not sure how this makes the Max file import well in UE.
Author

hi
i do not know any programming stuff
i cannot understand what you posted
will this issue get fixed? could you please help and fix this issue?

also i do not know even the basics of 3ds max i do not know how to rig anyting in 3ds max
so the file that i sent you was 3ds max exported version of the file that you sent me, instead of it being a completely new file i need you to do that because i cannot

edit: the reason why i used 3ds max was to confirm that it was a blender bug, not a UE bug i honestly do not know anything about 3ds max

hi i do not know any programming stuff i cannot understand what you posted will this issue get fixed? could you please help and fix this issue? also i do not know even the basics of 3ds max i do not know how to rig anyting in 3ds max so the file that i sent you was 3ds max exported version of the file that you sent me, instead of it being a completely new file i need you to do that because i cannot edit: the reason why i used 3ds max was to confirm that it was a blender bug, not a UE bug i honestly do not know anything about 3ds max
Member

Sorry, I just posted that for other traigers/developers, I wasn't asking something specifically from you.
We can't really understand why the file exported from Max works but the one from Blender doesn't. FBX files are one of those files where things can be ambiguous. That's why we haven't confirmed the bug yet.

Sorry, I just posted that for other traigers/developers, I wasn't asking something specifically from you. We can't really understand why the file exported from Max works but the one from Blender doesn't. FBX files are one of those files where things can be ambiguous. That's why we haven't confirmed the bug yet.
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Reference: blender/blender-addons#102656
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