Root bone animation missing when Importing FBX #105304

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opened 2024-05-02 08:48:10 +02:00 by YimingWu · 7 comments
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.12

Blender Version
Broken: version: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: e1743a0317bc
Worked: (newest version of Blender that worked as expected)

Short description of error
When I import an FBX model with a root bone animation, Blender fails to recognize it and the model stays still.

Exact steps for others to reproduce the error
File>Import>FBX (default options)
When the Fbx is in the scene, switch to the 04064_h animation clip from the dopesheet>action Editor
Play the animation: The root bone doesn't move.
Notice the EULER (scene) vs QUATERNION (pose) rotation values change (there is animation, but the root animation
doesn't move)

I'm attaching a video for comparison.
When Imported into Maya, the root bone moves.
When Imported into Blender, the root bone doesn't move (all though all the other transformations for the other bones are present).

Blend file: https://projects.blender.org/attachments/8d048990-9f2d-4163-bdeb-b09b8bdfcffe

**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.12 **Blender Version** Broken: version: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash: `e1743a0317bc` Worked: (newest version of Blender that worked as expected) **Short description of error** When I import an FBX model with a root bone animation, Blender fails to recognize it and the model stays still. **Exact steps for others to reproduce the error** File>Import>FBX (default options) When the Fbx is in the scene, switch to the 04064_h animation clip from the dopesheet>action Editor Play the animation: The root bone doesn't move. Notice the EULER (scene) vs QUATERNION (pose) rotation values change (there is animation, but the root animation doesn't move) I'm attaching a video for comparison. When Imported into Maya, the root bone moves. When Imported into Blender, the root bone doesn't move (all though all the other transformations for the other bones are present). Blend file: https://projects.blender.org/attachments/8d048990-9f2d-4163-bdeb-b09b8bdfcffe
YimingWu added this to the Import/Export project 2024-05-02 08:48:12 +02:00
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@Pierre_Schiller You can subscribe here.

@Pierre_Schiller You can subscribe here.
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@Mysteryem Is this your realm?

@Mysteryem Is this your realm?

@ChengduLittleA what do you mean "you can subscribe here"?
I am posting the original thread.

@ChengduLittleA what do you mean "you can subscribe here"? I am posting the original thread.

This is the original video where I show the issue:

This is the original video where I show the issue: ▶
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@Pierre_Schiller I re-reported this issue on blender-addons repository. :D So you don't need to do anything here now.

@Pierre_Schiller I re-reported this issue on blender-addons repository. :D So you don't need to do anything here now.
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This is a known issue. When importing bones and the tail of a parent bone is in the same place as the head of a child bone, that child bone is set as Connected to the parent bone. Currently, there is no way to disable this automatic connecting of bones and there are no checks for the bone having location animation.

To work around the problem, in this case, select the M04064_Model armature, enter Edit Mode, select the jt_root bone, open the Bone Properties tab in the Properties Editor and, under Relations, disable Connected:
image

To add checks for bones having location animation to the automatic bone connecting isn't quite as simple as it may seem because the imported animation may often animate the location but not actually change its value (the FBX exporter's default settings do this for all bones). I also think it's quite likely for a very small amount of error to be introduced in bone location when converting an animation that is entirely rotation/scale from FBX format to Blender format.

This is a known issue. When importing bones and the tail of a parent bone is in the same place as the head of a child bone, that child bone is set as Connected to the parent bone. Currently, there is no way to disable this automatic connecting of bones and there are no checks for the bone having location animation. To work around the problem, in this case, select the `M04064_Model` armature, enter Edit Mode, select the `jt_root` bone, open the Bone Properties tab in the Properties Editor and, under Relations, disable Connected: ![image](/attachments/2f406c71-135f-49db-88ea-e61e79bbc7d2) To add checks for bones having location animation to the automatic bone connecting isn't quite as simple as it may seem because the imported animation may often animate the location but not actually change its value (the FBX exporter's default settings do this for all bones). I also think it's quite likely for a very small amount of error to be introduced in bone location when converting an animation that is entirely rotation/scale from FBX format to Blender format.

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Reference: blender/blender-addons#105304
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