When importing FBX models exported from Blender into Maya, the skeletal bones may have additional rotation values. #105334
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Reference: blender/blender-addons#105334
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System Information
Operating system: Ubuntu18.04
Graphics card: RTX 3090
Blender Version
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.
Exact steps for others to reproduce the error
Based on the attached .blend file
Original report at blender/blender#122028
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?
I cannot reproduce the issue in Blender 3.4.0 or newer versions.
Left is the
for_issue.blend
and right is theMale_test_hair.fbx
imported with the default import settings: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
.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.
Again, I cannot reproduce this issue, I see no rotation difference in the head bone in Unity between
Male_test_hair.fbx
and importingMale_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.