FBX: importing file with shape key that's less than 0 or greater than one #104706
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#104706
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: windows 11
Graphics card: 3090 founders edition
Blender Version
Broken: I tried this on 3.5.1, 3.3.7 and 3.0.1. They all act the same.
Worked: not sure
Short description of error
If you import a .fbx file with a shape key that's less than 0, then the shape key value is set to 0. If the value is greater than one, then the incoming shape key is 1.
Exact steps for others to reproduce the error
Open the attached .blend file and look at it, it's a cube with a shape key on it. Export it as a .fbx, then import it into a new scene. You'll see that the newly imported .fbx doesn't look like the .blend file. Inspect the shape key min and max in the .blend file, vs the newly imported .fbx, and you'll see that the min value of the .fbx is clamped to 0, even though that's not the case in the .blend file.
Suggested solution in code
I tested this and it works. In this file: bin\Debug\4.0\scripts\addons\io_scene_fbx\import_fbx.py
I put this code right before
kb.value = weight
I don't know enough about fbx files to know if you can read the min and max of a shape key out of it or not. The solution above is how (I percieve) maya handles this issue.
Thanks!
Originally reported at: blender/blender#109124
Maybe @Mysteryem is interested? :)
I've never contributed to blender before, but we need this fix for our product to work in blender. Is there any way I can help make this happen more quickly? Another question is, how long does it normally take for something like this to end up in an official release of blender?
Doing an initial check of the imported value should be fairly simple, and I can probably add a warning to print to the console if the imported weight lies outside of Blender's hard [-10, 10] range for the values too.
A more complete support would probably mean also looking through all the animated values of the shape key to determine the maximum and minimum values that it is animated to, which will be more difficult.
Ah yes, your suggestion for the more complete approach is much better than what I originally suggested. Though, if we had to pick between getting a simpler solution sooner vs getting a better solution later, we'd prefer the simpler solution first.