FBX: Meshes have wrong Z-Rotation #42110
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Reference: blender/blender-addons#42110
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Blender Version
Broken: 2.72 Release (FBX 7.4-Exporter)
Short description of error
When i export a mesh (no animation), the rotation of the mesh is always turned 180° along the Z-Axis 0,0,0 corrdinate. (FBX Review and UE4)
This behaviour also seams to be happening with animations but thanks to the animation poses it appears to be correctly rotated (In UE4 you can see that the base mesh is wrong rotated but the animations correct this)
How to reproduce
Create a mesh (preferably asymetrical for better visibility of this behaviour), place it somewhere in the room, export it. Import in UE4 or view with FBX Review, mesh/object is 180° rotated along the 0,0,0 coordinate
Changed status to: 'Open'
Added subscriber: @S_Wilke
#42090 was marked as duplicate of this issue
Added subscriber: @mont29
I need:
Hi Mont29,
No problem, :)
Here is a Blend-File only with a Static Mesh, located at 200,-200,0:
Blend-File: Mesh-RotationErrorStatic.blend
FBX-File: Mesh-RotationErrorStatic.fbx
And here how it looks in UE4:
(0,0,0 coordinate is hard to see because of color but, if if this would be blender, the coordinate would be now -200,200,0 and the L is now flipped)
And here how it looks in FBX-Review (for better visualisation and confirmation of the behaviour):
Unfortunetly no axis there but the grid and default viewpoint shows its also 180° rotated along the 0,0,0
Here is the one with Animation (note the special wing on the left arm for easier identification):
Blend-File: Mesh-RotationErrorAnim.blend
FBX-File: Mesh-RotationErrorAnim.fbx
Here the BaseMesh of the FBX without Animation applied in UE4 (faces away from the camera):
Now how it looks with an animation (this corrects the rotation and now it matches with the blend-file):
As a bonus here is the Animation manequin again without its armature exported:
Mesh-RotationErrorAnimStatic.fbx
And the view in UE4 (same problem as with exported armatures):
Hope this somehow helps. :)
OK, thanks for those files, so this seems to be basically the same as #42090: you do not get the same rotation with static and animated objects…
Will check (and merge both reports too, I think ;) ).
Hmmm… checked with Unity this morning, and everything is OK and consistent - note afaict, orientation of mesh without animation seems correct to me, not the one with animated bones. Anyway, that mismatch between posed bones and 'default' rest bones seems to be an issue with UE4, still waiting for a real answer from them (see #41719).
Could not test myself on UE4 yet, had to update the stuff and it’s going wrong currently :(
Added subscriber: @psychotropicdog
I just checked the animated character in Unity 4.6b and it faces backwards. Once an animation is started it faces front.
Here's a look:
Added subscriber: @vvaris
This was giving me problems in Unity, there is something funky happening in the rotations. If you select mechanim humanoid rig in unity and go to "configure rig" and "Pose", then select "sample bind pose" the character rotates 180 degrees. (Using 6.1 it "falls to its face" as it should) I got random 180 and 90 degrees rotations in unity when using animation masks. Reverted back to 6.1 everything works. Using 2.72b.
The new exporter is problematic also beacause it adds "|" in the animation name, "|" is protected in unity and this prevents me ripping animations of from FBX files(select animation inside FBX, press Ctrl+D).
Could you please recheck that bug is still relevant in latest builds from our buildbot?
Well done! Tested it quickly and it seems to be working now. This is now my only deal breaker with the new exporter: https://dl.dropboxusercontent.com/u/2988574/CopyingAnims.gif May seem like a minor thing but its essential if you want to use it for serious work with Blender and Unity. I should maybe post this somewhere else, but I thought I could mention it here since its connected to Blender -> Unity the animation workflow like the original bug. Thank you for you hard work!
Changed status from 'Open' to: 'Resolved'
Added subscriber: @JulianEisel
Closing as Resolved then :)