FBX: Meshes have wrong Z-Rotation #42110

Closed
opened 2014-10-06 13:29:48 +02:00 by Stefan Wilke · 18 comments

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

**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
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @S_Wilke

Added subscriber: @S_Wilke

#42090 was marked as duplicate of this issue

#42090 was marked as duplicate of this issue

Added subscriber: @mont29

Added subscriber: @mont29

I need:

  • a .blend file
  • exported result in FBX
  • screenshot of this object in UE4
  • screenshot of this object as you would expect it to be in UE4
I need: * a .blend file * exported result in FBX * screenshot of this object in UE4 * screenshot of this object as you would expect it to be in UE4
Author

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:
RotationErrorStactic_UE4.jpg
(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):
RotationErrorStactic_FBX_Review.jpg
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):
RotationErrorManequin-AnimMesh-UE4.jpg

Now how it looks with an animation (this corrects the rotation and now it matches with the blend-file):
RotationErrorManequin-Anim-UE4.jpg


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):
RotationErrorManequin-AnimMesh-UE4.jpg


Hope this somehow helps. :)

Hi Mont29, No problem, :) Here is a Blend-File only with a Static Mesh, located at 200,-200,0: Blend-File: [Mesh-RotationErrorStatic.blend](https://archive.blender.org/developer/F115257/Mesh-RotationErrorStatic.blend) FBX-File: [Mesh-RotationErrorStatic.fbx](https://archive.blender.org/developer/F115246/Mesh-RotationErrorStatic.fbx) And here how it looks in UE4: ![RotationErrorStactic_UE4.jpg](https://archive.blender.org/developer/F115250/RotationErrorStactic_UE4.jpg) (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): ![RotationErrorStactic_FBX_Review.jpg](https://archive.blender.org/developer/F115251/RotationErrorStactic_FBX_Review.jpg) 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](https://archive.blender.org/developer/F115258/Mesh-RotationErrorAnim.blend) FBX-File: [Mesh-RotationErrorAnim.fbx](https://archive.blender.org/developer/F115256/Mesh-RotationErrorAnim.fbx) Here the BaseMesh of the FBX without Animation applied in UE4 (faces away from the camera): ![RotationErrorManequin-AnimMesh-UE4.jpg](https://archive.blender.org/developer/F115261/RotationErrorManequin-AnimMesh-UE4.jpg) Now how it looks with an animation (this corrects the rotation and now it matches with the blend-file): ![RotationErrorManequin-Anim-UE4.jpg](https://archive.blender.org/developer/F115249/RotationErrorManequin-Anim-UE4.jpg) -------- As a bonus here is the Animation manequin again without its armature exported: [Mesh-RotationErrorAnimStatic.fbx](https://archive.blender.org/developer/F115247/Mesh-RotationErrorAnimStatic.fbx) And the view in UE4 (same problem as with exported armatures): ![RotationErrorManequin-AnimMesh-UE4.jpg](https://archive.blender.org/developer/F115248/RotationErrorManequin-AnimMesh-UE4.jpg) -------- 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 ;) ).

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 ;) ).
Bastien Montagne self-assigned this 2014-10-07 08:57:20 +02:00

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 :(

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

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.

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:
gLayer_1.jpg

gLayer_2.jpg

gLayer_3.jpg

gLayer_4.jpg

Here's a look: ![gLayer_1.jpg](https://archive.blender.org/developer/F115377/gLayer_1.jpg) ![gLayer_2.jpg](https://archive.blender.org/developer/F115379/gLayer_2.jpg) ![gLayer_3.jpg](https://archive.blender.org/developer/F115380/gLayer_3.jpg) ![gLayer_4.jpg](https://archive.blender.org/developer/F115382/gLayer_4.jpg)

Added subscriber: @vvaris

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).

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?

Could you please recheck that bug is still relevant in latest builds from [our buildbot](https://builder.blender.org/download)?

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!

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!
Member

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Member

Added subscriber: @JulianEisel

Added subscriber: @JulianEisel
Member

Closing as Resolved then :)

Closing as Resolved then :)
Sign in to join this conversation.
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender-addons#42110
No description provided.