bones missing on export to fbx #102656
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Reference: blender/blender-addons#102656
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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.
Added subscriber: @SimulatedFantasy
https://drive.google.com/file/d/1j6jdiuZFZoxniS77pdxutx61yUcwbtyG/view?usp=share_link
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
Added subscriber: @OmarEmaraDev
Parent bone:
Missing bone:
Changed status from 'Needs Triage' to: 'Needs User Info'
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?
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
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.
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
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
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
Changed status from 'Needs User Info' to: 'Needs Triage'
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:
While in Blender's:
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.
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
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.