FBX export of armature changes rest pose if without weighted mesh #104937
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Reference: blender/blender-addons#104937
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Operating system: Windows
Graphics card: nVidia
Tested in version 3.61
If exporting a keyed Armature skeleton without a bound/weighted mesh, the rest pose will be changed to whatever the current pose is on the current frame.
To recreate issue:
Part 1
Create an armature (a single bone is fine)
Enter pose mode and pose the bone(s).
Export "selected" to FBX using otherwise default settings.
...
Part 2
In a new blender file, import the exported FBX file.
Try to reset the bone(s) to their rest pose (Alt+R, Alt+T, Alt+S).
Notice how the bone keeps the pose.
...
Now try the same steps, except in Step 2 use an Armature Modifier to bind a Cube to be deformed by the Armature, and then export both the Armature and the Cube.
Notice how the imported Armature maintains can be brought back to its original rest pose.
Expected Results
I would not expect the rest pose to be altered when exporting a posed bone.
If the Armature is keyed, the rest pose will be generated from whatever the pose happens to be on the current frame, meaning that exports will differ depending what frame is being displayed.
Actually reported at: blender/blender#113073
I think this can be closed in favour of #85496
The current export situation is simply that no 'Rest Pose' (actually FBX Bind Pose) is exported if there are no bound meshes exported and I'm not sure this can be changed without figuring out how to use an FBX Rest Pose instead when there's no Bind Pose.
The current pose of each bone is how the bones get exported. This is then considered the Pose Position of the bones when importing them. Changing the exporter to instead always export the rest position of each bone would mean that exporting a posed armature would no longer be possible.
Ok, think we can close then.
Thanks @Mysteryem