FBX not importing some shapekeys #104909
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Reference: blender/blender-addons#104909
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24
Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-09-22 23:32, hash:
7c636c170273
Worked: (newest version of Blender that worked as expected)
Addon Information
Name: FBX format (5, 8, 1)
Author: Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem
Short description of error
Not importing shapekeys from some FBX files. Output:
Exact steps for others to reproduce the error
File -> Import -> Import FBX
MaleFace.FBX (sorry for a too big file example)
This was originally blender/blender#112793
Have some issues posting it as a pull request. Here's diff. The example file causes not only the Assertion error, but also creates millions of duplicated shapekeys. The patch avoids it as well by storing only unique keys in a dictionary.
Should be a duplicate of #84111.
More info at #104698.
Indeed. The provided diff fixes #84111 as well.
Mikhail Matrosov referenced this issue2023-09-23 22:56:39 +02:00
One of the other cases of this issue had the same result which was caused by each mesh having a connection to the entire group of shape keys for what looked like every single shape key (over 600), when there should only have been one connection, so the shape keys presumably end up being imported over 600 times.
This is probably why importing the file into Unity takes an excessively long time and uses a lot of RAM. Though Unity either doesn't create new blend shapes with the same name, or overwrites the existing blend shapes with the same name, so unlike Blender, the size of the final imported mesh doesn't grow to astronomical proportions from trying to create 360000 (600*600) or so shape keys.
Screenshots from the .fbx converted to .json with the
fbx2json.py
script:Additionally, the
FullWeights
arrays are a mess, with each one having 2 entries where the second entry is a tiny negative number, e.g.["FullWeights", [[100.0, -4.101866001968969e-270]], "d", []]]],
, yet, the shapes assigned to each FullWeight are the same shape.I'm of the opinion that Unreal's at fault here because there's just so much wrong with the file and FBX Review imports the file beautifully:
Also, the provided traceback doesn't match this
MaleFace.fbx
file because it's FBX Version 7700 whereas the traceback has version 7300.Yes, I have two different files with the same issue. Another one is also exported from Unreal. It is Unreal's fault or may be they are trying to encode or hide something here. At least for my purposes I found that being able to import at least something (I mean animation data) is better than nothing.
Closing this as duplicate of #84111
Thanks for the report.