When importing FBX models exported from Blender into Maya, the skeletal bones may have additional rotation values. #105334

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opened 2024-05-21 07:19:41 +02:00 by Pratik Borhade · 5 comments
Member

System Information
Operating system: Ubuntu18.04
Graphics card: RTX 3090

Blender Version
image

Short description of error
The original model in Maya has no rotation values for the bones. However, after importing it into Blender and then exporting it again, the head portion of the skeletal bones has acquired additional rotation values.
img_v3_02b2_c1c12fa5-c180-4881-8239-595948c1c77g
Exact steps for others to reproduce the error
Based on the attached .blend file

Original report at blender/blender#122028

**System Information** Operating system: Ubuntu18.04 Graphics card: RTX 3090 **Blender Version** ![image](/attachments/b753c8dd-0243-4efe-8082-c5a1480e6c88) **Short description of error** The original model in Maya has no rotation values for the bones. However, after importing it into Blender and then exporting it again, the head portion of the skeletal bones has acquired additional rotation values. ![img_v3_02b2_c1c12fa5-c180-4881-8239-595948c1c77g](/attachments/3fa40a69-c751-40d2-8982-4a2307a25e46) **Exact steps for others to reproduce the error** Based on the attached .blend file Original report at https://projects.blender.org/blender/blender/issues/122028
Pratik Borhade added the
Status
Needs Triage
Priority
Normal
Type
Report
labels 2024-05-21 07:19:42 +02:00
Member

The affected .fbx would be needed to determine if/where there is an issue here.

While Force Connect Children being enabled in the FBX Import settings would move the bone tails into a chain similar to this, it also sets the child bones as Connected to their parent which is not the case in the .blend attached to the original report.

The affected .fbx would be needed to determine if/where there is an issue here. While Force Connect Children being enabled in the FBX Import settings would move the bone tails into a chain similar to this, it also sets the child bones as Connected to their parent which is not the case in the .blend attached to the original report.

This is the original FBX file. Could you please help me identify where the issue lies?

This is the original FBX file. Could you please help me identify where the issue lies?
Member

I cannot reproduce the issue in Blender 3.4.0 or newer versions.

Left is the for_issue.blend and right is the Male_test_hair.fbx imported with the default import settings:
image

I also tried individually enabling Force Connect Children or Automatic Bone Orientation and tried enabling both Force Connect Children and Automatic Bone Orientation simultaneously, but none of those combinations of import settings resulted in the same bone orientations for all bones in for_issue.blend.

I cannot reproduce the issue in Blender 3.4.0 or newer versions. Left is the `for_issue.blend` and right is the `Male_test_hair.fbx` imported with the default import settings: ![image](/attachments/29adbc2f-b048-44c3-982a-bcea9b1317ec) I also tried individually enabling Force Connect Children or Automatic Bone Orientation and tried enabling both Force Connect Children and Automatic Bone Orientation simultaneously, but none of those combinations of import settings resulted in the same bone orientations for all bones in `for_issue.blend`.
869 KiB

我无法在 Blender 3.4.0 或更高版本中重现该问题。左边是“for_issue.blend”,右边是使用默认导入设置导入的“Male_test_hair.fbx”: image 我还尝试单独启用 Force Connect Children或自动骨骼方向,并尝试同时启用强制连接子项和自动骨骼方向,但这些导入设置组合都不会导致“for_issue.blend”中所有骨骼的骨骼方向相同。

If the model behaves correctly in Blender but exhibits a rotation angle issue after being exported and imported into Unity, the phenomenon is as follows image. During the troubleshooting process, we discovered this rotation angle issue using Maya. Could you please export this FBX file and validate it again in Maya? Additionally, I used the "better_import_fbx" plugin for exporting to avoid the occurrence of additional skeletal bones.

> 我无法在 Blender 3.4.0 或更高版本中重现该问题。左边是“for_issue.blend”,右边是使用默认导入设置导入的“Male_test_hair.fbx”: ![image](/attachments/29adbc2f-b048-44c3-982a-bcea9b1317ec) 我还尝试单独启用 Force Connect Children或自动骨骼方向,并尝试同时启用强制连接子项和自动骨骼方向,但这些导入设置组合都不会导致“for_issue.blend”中所有骨骼的骨骼方向相同。 If the model behaves correctly in Blender but exhibits a rotation angle issue after being exported and imported into Unity, the phenomenon is as follows image. During the troubleshooting process, we discovered this rotation angle issue using Maya. Could you please export this FBX file and validate it again in Maya? Additionally, I used the "better_import_fbx" plugin for exporting to avoid the occurrence of additional skeletal bones.
Member

Again, I cannot reproduce this issue, I see no rotation difference in the head bone in Unity between Male_test_hair.fbx and importing Male_test_hair.fbx into Blender with the default settings and then exporting with the default FBX export settings.

If you are having issues with the "better_import_fbx" plugin then please report the issue to the plugin author.

I suspect the "additional skeletal bones" are Leaf Bones, which are enabled by default so that Blender bone lengths can be recovered when importing the .fbx back into Blender. If Leaf Bones are not desired, they can be disabled in the FBX export settings. I have attached Male_test_hair.fbx after importing it into Blender and then exporting it as FBX with the default settings, except for disabling Armature>Add Leaf Bones.
image
image

Again, I cannot reproduce this issue, I see no rotation difference in the head bone in Unity between `Male_test_hair.fbx` and importing `Male_test_hair.fbx` into Blender with the default settings and then exporting with the default FBX export settings. If you are having issues with the "better_import_fbx" plugin then please report the issue to the plugin author. I suspect the "additional skeletal bones" are Leaf Bones, which are enabled by default so that Blender bone lengths can be recovered when importing the .fbx back into Blender. If Leaf Bones are not desired, they can be disabled in the FBX export settings. I have attached `Male_test_hair.fbx` after importing it into Blender and then exporting it as FBX with the default settings, except for disabling Armature>Add Leaf Bones. ![image](/attachments/f4a44bd8-f4b6-492b-87b3-639dd527b5d3) ![image](/attachments/4ba72489-603d-423a-b137-759d6a57324d)
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Reference: blender/blender-addons#105334
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