FBX Exporter: Most loose edges export as one connected polygon #103946
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Reference: blender/blender-addons#103946
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Blender Version
Broken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash:
blender/blender@55485cb379
Worked:
Short description of error
Exporting a mesh with loose edges (with the option to export loose edges enabled) will connect together just under half of the loose edges into one polygon with many sides. This happens because only half of the required number of 'loop starts' are added for the 2-sided polygons added for loose edges.
len(t_le)
in https://developer.blender.org/diffusion/BA/browse/master/io_scene_fbx/export_fbx_bin.py$905 should belen(t_le) * 2
. Since each 'loop start' is also used to indicate that the previous polygon ends at the previous index, the latter half of the loops get interpreted as one polygon.Exact steps for others to reproduce the error
Import the exported FBX and compare (you may need to go into edit mode for the loose edges to become visible)
Alternatively a .blend file containing a mesh with quad and 6 loose edges is attached, as well as the .fbx created by exporting it with the Loose Edges option enabled and the expected .fbx created by modifying the code to use
len(t_le) * 2
.FBXLooseEdgesTest.blend
FBXLooseEdgesTest6.fbx
FBXLooseEdgesTest6_expected.fbx
Added subscriber: @Mysteryem-2
Changed status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @mano-wii
This issue was referenced by
a8ffea50ed