FBX export adding keys on unkeyed channels #105226
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Reference: blender/blender-addons#105226
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System Information
Operating system: windows 11
Graphics card: 3090 Founders edition
Blender Version
Broken: Blender 2.93, 3.5, 4.02
Short description of error
The .fbx exporter adds keys to location and scale, even though my animation is only rotation.
Why this matters to me
I'm animating a skeleton and retargeting the animation onto another character in Unreal. Characters of different sizes can use the same animation, but the bones have location information on them which makes it not work. My animations are only rotational information on the bones and translation and rotation on the root. The .fbx export adds keyframes on location (this is the main problem for me) and scale on every frame (the rest is less important to me). Ideally, there would be an option to export only the keyframes that I created, on the channels I created them. This means that if I never have a key on location in the entire animation, the exporter wouldn't add keys to location.
Exact steps for others to reproduce the error
Create a cube, add a rotation keyframe, go to frame 50, and add another rotation keyframe. This is the blender file that I attached. Then export the fbx and import it into a new scene. The imported fbx will have keys on rotation, location, and scale on every frame.
Only rotation animation is exported when I disable
Force Start/End Keying
in the export options.The exporter doesn't check which properties are actually animated/have drivers, all exportable properties that are compatible with each object/bone are initially baked and then the simplification step decides which baked keyframes to include in the export. With
Force Start/End Keying
enabled, the start and end keyframes of location/scale will be forcefully exported in this case.Note that importing the .fbx back into Blender to compare adds the location/scale keys in either case, even if the .fbx only contains rotation keys.
I tried unchecking
Force Start/End Keying
on my export from 2.93, 3.5, and 4.02 and it still adds keyframes to location, rotation, and scale on every frame. Below are my .fbx export options. Can you tell me what I'm doing wrong? Is it my version of Blender?I used all default settings except I disabled
Force Start/End Keying
. Attached is the .fbx exported fromrotating_cube.blend
in Blender 3.6.9. If importing this .fbx into Unreal results in location/scale keyframes, then it is Unreal that is creating those keyframes (like Blender would do if you were to import the .fbx).I used the
fbx2json.py
script to convert the .fbx to a human readable .json in order to check which properties are actually animated in the .fbx. WithForce Start/End Keying
enabled,Lcl Translation
andLcl Scaling
animation would also be present in the .fbx, but there is onlyLcl Rotation
here: