FBX Exporter: Most loose edges export as one connected polygon #103946

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opened 2023-01-17 18:34:10 +01:00 by Mysteryem · 4 comments

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 be len(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

  • Create a mesh with 2 or more loose edges
  • Export as FBX with Geometry>Loose Edges enabled

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
image.png

FBXLooseEdgesTest6.fbx
image.png

FBXLooseEdgesTest6_expected.fbx

**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 be `len(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** - Create a mesh with 2 or more loose edges - Export as FBX with Geometry>Loose Edges enabled # 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](https://archive.blender.org/developer/F14159683/FBXLooseEdgesTest.blend) ![image.png](https://archive.blender.org/developer/F14159685/image.png) [FBXLooseEdgesTest6.fbx](https://archive.blender.org/developer/F14159682/FBXLooseEdgesTest6.fbx) ![image.png](https://archive.blender.org/developer/F14159687/image.png) [FBXLooseEdgesTest6_expected.fbx](https://archive.blender.org/developer/F14159738/FBXLooseEdgesTest6_expected.fbx)
Author

Added subscriber: @Mysteryem-2

Added subscriber: @Mysteryem-2

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Added subscriber: @mano-wii

Added subscriber: @mano-wii

This issue was referenced by a8ffea50ed

This issue was referenced by a8ffea50ed75e3490a99c79007ae21f9b7932595
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Reference: blender/blender-addons#103946
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