FBX import - mismatch in camera rotation #45176

Closed
opened 2015-06-24 14:57:39 +02:00 by Francesco Siddi · 41 comments

The attached fbx file contains a camera object. When importing it into blender, the rotation values do not match anymore.
ecp020_shotcam1_2011_v001.fbx (source)
fbx_camera_import.blend (ready to use blend with camera imported)

The animation goes from f1001 to f1171 (which in Blender gets offset by +1 frame, but that's a separate issue).
For reference, the original Z rotation values are:

-79.823,-79.8115,-79.8003,-79.7903,-79.7815,-79.7707,-79.7558,-79.7399,-79.724,-79.7107,-79.6989,-79.6903,-79.6825,-79.674,-79.6653,-79.6571,-79.6481,-79.641,-79.6385,-79.6379,-79.6343,-79.6323,-79.6277,-79.6241,-79.6161,-79.6122,-79.6087,-79.6066,-79.6074,-79.6093,-79.6097,-79.6102,-79.611,-79.6115,-79.6111,-79.6115,-79.6104,-79.6089,-79.6078,-79.6022,-79.5982,-79.5939,-79.5868,-79.5796,-79.5689,-79.5562,-79.5424,-79.5262,-79.5141,-79.5023,-79.4944,-79.4847,-79.4746,-79.4637,-79.454,-79.4487,-79.4472,-79.4461,-79.4436,-79.4388,-79.4311,-79.4212,-79.4119,-79.4045,-79.3978,-79.3959,-79.3891,-79.3829,-79.3692,-79.3569,-79.343,-79.3313,-79.3242,-79.3163,-79.3077,-79.2981,-79.2861,-79.2731,-79.2579,-79.2413,-79.2217,-79.1999,-79.1754,-79.1471,-79.1162,-79.0837,-79.0459,-79.0058,-78.9637,-78.9254,-78.8897,-78.8596,-78.8321,-78.8039,-78.7775,-78.7474,-78.713,-78.6648,-78.5961,-78.5137,-78.424,-78.3283,-78.2271,-78.1182,-78.0031,-77.8803,-77.7458,-77.6046,-77.4494,-77.2853,-77.1093,-76.907,-76.6937,-76.4738,-76.2478,-76.0187,-75.794,-75.5689,-75.3435,-75.1152,-74.8932,-74.6722,-74.4588,-74.2434,-74.0248,-73.7895,-73.5529,-73.3277,-73.1123,-72.8888,-72.6617,-72.4254,-72.1892,-71.9512,-71.7222,-71.4953,-71.2708,-71.0437,-70.8194,-70.5942,-70.3716,-70.1537,-69.9363,-69.7331,-69.5366,-69.352,-69.1747,-68.9908,-68.7957,-68.5965,-68.4017,-68.2103,-68.0305,-67.8574,-67.6845,-67.5185,-67.3456,-67.1694,-66.9937,-66.8273,-66.6636,-66.4985,-66.3391,-66.1798,-66.0166,-65.8631,-65.7166,-65.5698,-65.4269,-65.2928,-65.1669

The order of evaluation in the source file is ZXY, which then needs to be mapped to something else in Blender (did not figure out which yet).
I can provide the rotation for all axis if needed.

The attached fbx file contains a camera object. When importing it into blender, the rotation values do not match anymore. [ecp020_shotcam1_2011_v001.fbx](https://archive.blender.org/developer/F197080/ecp020_shotcam1_2011_v001.fbx) (source) [fbx_camera_import.blend](https://archive.blender.org/developer/F197081/fbx_camera_import.blend) (ready to use blend with camera imported) The animation goes from f1001 to f1171 (which in Blender gets offset by +1 frame, but that's a separate issue). For reference, the original Z rotation values are: ``` -79.823,-79.8115,-79.8003,-79.7903,-79.7815,-79.7707,-79.7558,-79.7399,-79.724,-79.7107,-79.6989,-79.6903,-79.6825,-79.674,-79.6653,-79.6571,-79.6481,-79.641,-79.6385,-79.6379,-79.6343,-79.6323,-79.6277,-79.6241,-79.6161,-79.6122,-79.6087,-79.6066,-79.6074,-79.6093,-79.6097,-79.6102,-79.611,-79.6115,-79.6111,-79.6115,-79.6104,-79.6089,-79.6078,-79.6022,-79.5982,-79.5939,-79.5868,-79.5796,-79.5689,-79.5562,-79.5424,-79.5262,-79.5141,-79.5023,-79.4944,-79.4847,-79.4746,-79.4637,-79.454,-79.4487,-79.4472,-79.4461,-79.4436,-79.4388,-79.4311,-79.4212,-79.4119,-79.4045,-79.3978,-79.3959,-79.3891,-79.3829,-79.3692,-79.3569,-79.343,-79.3313,-79.3242,-79.3163,-79.3077,-79.2981,-79.2861,-79.2731,-79.2579,-79.2413,-79.2217,-79.1999,-79.1754,-79.1471,-79.1162,-79.0837,-79.0459,-79.0058,-78.9637,-78.9254,-78.8897,-78.8596,-78.8321,-78.8039,-78.7775,-78.7474,-78.713,-78.6648,-78.5961,-78.5137,-78.424,-78.3283,-78.2271,-78.1182,-78.0031,-77.8803,-77.7458,-77.6046,-77.4494,-77.2853,-77.1093,-76.907,-76.6937,-76.4738,-76.2478,-76.0187,-75.794,-75.5689,-75.3435,-75.1152,-74.8932,-74.6722,-74.4588,-74.2434,-74.0248,-73.7895,-73.5529,-73.3277,-73.1123,-72.8888,-72.6617,-72.4254,-72.1892,-71.9512,-71.7222,-71.4953,-71.2708,-71.0437,-70.8194,-70.5942,-70.3716,-70.1537,-69.9363,-69.7331,-69.5366,-69.352,-69.1747,-68.9908,-68.7957,-68.5965,-68.4017,-68.2103,-68.0305,-67.8574,-67.6845,-67.5185,-67.3456,-67.1694,-66.9937,-66.8273,-66.6636,-66.4985,-66.3391,-66.1798,-66.0166,-65.8631,-65.7166,-65.5698,-65.4269,-65.2928,-65.1669 ``` The order of evaluation in the source file is ZXY, which then needs to be mapped to something else in Blender (did not figure out which yet). I can provide the rotation for all axis if needed.

blender/blender#89737 was marked as duplicate of this issue

blender/blender#89737 was marked as duplicate of this issue

#81647 was marked as duplicate of this issue

#81647 was marked as duplicate of this issue

#81444 was marked as duplicate of this issue

#81444 was marked as duplicate of this issue

#47231 was marked as duplicate of this issue

#47231 was marked as duplicate of this issue

#50952 was marked as duplicate of this issue

#50952 was marked as duplicate of this issue
Author
Member

Changed status to: 'Open'

Changed status to: 'Open'
Author
Member

Added subscriber: @fsiddi

Added subscriber: @fsiddi
Aaron Carlisle self-assigned this 2015-06-24 19:49:44 +02:00
Aaron Carlisle removed their assignment 2015-06-24 19:50:30 +02:00
Bastien Montagne was assigned by Aaron Carlisle 2015-06-24 19:50:30 +02:00
Member

Added subscriber: @mont29

Added subscriber: @mont29

Regarding the "+1" frame value, this comes from the fact FBX tends to start from t0, while Blender usually starts from frame 1… Making this decision automatically may not be the best idea, but otherwise we'd need to add yet another import setting to define a custom animation offset :(

Orientation bug is confirmed, somehow values in our 'intcode to orientation' mapping were pretty much crap, not sure how this could happen (since this enum is documented on official FBXSDK doc). :/

Regarding the "+1" frame value, this comes from the fact FBX tends to start from t0, while Blender usually starts from frame 1… Making this decision automatically may not be the best idea, but otherwise we'd need to add yet another import setting to define a custom animation offset :( Orientation bug is confirmed, somehow values in our 'intcode to orientation' mapping were pretty much crap, not sure how this could happen (since this enum is documented on official FBXSDK doc). :/

This issue was referenced by 107df683a0

This issue was referenced by 107df683a03280ed9cdeb329b7766bef2943991c

Changed status from 'Open' to: 'Resolved'

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

Thanks a lot! I've been testing this and it's working great. I'll open another task do better discuss the frame offset issue.

Thanks a lot! I've been testing this and it's working great. I'll open another task do better discuss the frame offset issue.

This issue was referenced by 45b1e42fff

This issue was referenced by 45b1e42fffd550b4250f953a1933892c913b7182
Author
Member

Changed status from 'Resolved' to: 'Open'

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

Hello there! The problem seems to have appeared again with the latest release. Did anything change since then? Co you you please retry the steps in the description?
Thanks :)

Hello there! The problem seems to have appeared again with the latest release. Did anything change since then? Co you you please retry the steps in the description? Thanks :)

Regression caused by 2f6c86c461.

We may need different correction matrices it would seem… I really feel like Franck, just have to go find myself a better branch than he did. :(

Regression caused by 2f6c86c461. We may need different correction matrices it would seem… I really feel like Franck, just have to go find myself a better branch than he did. :(
Author
Member

Hello there :)
Just checking in to see if any update on this would be possible. Thanks!

Hello there :) Just checking in to see if any update on this would be possible. Thanks!

Added subscriber: @xchip

Added subscriber: @xchip
Member

Added subscriber: @BrendonMurphy

Added subscriber: @BrendonMurphy
Member

any activity here?

any activity here?

Added subscriber: @SteffenD

Added subscriber: @SteffenD

Added subscriber: @DeltaDesignRus

Added subscriber: @DeltaDesignRus

T1v2.fbx
I have the same problem.
Pay attention to the camera angles, in Max they are correct, and in the blender are not correct.
Max.PNG
hg6CGWHF6YI.jpg

[T1v2.fbx](https://archive.blender.org/developer/F512439/T1v2.fbx) I have the same problem. Pay attention to the camera angles, in Max they are correct, and in the blender are not correct. ![Max.PNG](https://archive.blender.org/developer/F512435/Max.PNG) ![hg6CGWHF6YI.jpg](https://archive.blender.org/developer/F512432/hg6CGWHF6YI.jpg)

Added subscriber: @Lambdadelta

Added subscriber: @Lambdadelta
Member

Changed status from 'Open' to: 'Archived'

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

closing as archived, no activity since 2017

closing as archived, no activity since 2017

Changed status from 'Archived' to: 'Open'

Changed status from 'Archived' to: 'Open'
Bastien Montagne removed their assignment 2019-08-12 16:01:15 +02:00

Added subscribers: @ramonkarlos, @lichtwerk

Added subscribers: @ramonkarlos, @lichtwerk

Added subscriber: @cwolf3d

Added subscriber: @cwolf3d
Member

Added subscriber: @zhangsdqq1234

Added subscriber: @zhangsdqq1234

dont understand Blender developers that import FBX camera is not working and no fixing this oldest BUG. I cant import camera from other software in Blender with correct rotations and we don`t use blender precisely because of this problem.

don`t understand Blender developers that import FBX camera is not working and no fixing this oldest BUG. I can`t import camera from other software in Blender with correct rotations and we don`t use blender precisely because of this problem.
Member

Added subscriber: @Funnybob

Added subscriber: @Funnybob

Added subscriber: @roman

Added subscriber: @roman

@roman The solution is to use better FBX add-on.

@roman The solution is to use better FBX add-on.

2015!!! That's a 6 year old bug!

2015!!! That's a 6 year old bug!

Added subscriber: @CGnDEV

Added subscriber: @CGnDEV

temporary solution here. change Dela Transform of Camera. Scale XYZ -1, 1, -1

temporary solution here. change Dela Transform of Camera. Scale XYZ -1, 1, -1

Added subscriber: @Anson-Savage

Added subscriber: @Anson-Savage

I'm having a similar problem with both the camera and the lights:

Maya:
image.png

Exported into Blender, the Camera and the light are turned around the wrong way:

image.png

I'm having a similar problem with both the camera and the lights: Maya: ![image.png](https://archive.blender.org/developer/F13148542/image.png) Exported into Blender, the Camera and the light are turned around the wrong way: ![image.png](https://archive.blender.org/developer/F13148547/image.png)

Added subscriber: @Badcharacter

Added subscriber: @Badcharacter

This comment was removed by @Badcharacter

*This comment was removed by @Badcharacter*
Blender Bot added
Status
Resolved
and removed
Status
Confirmed
labels 2023-04-28 17:21:52 +02:00
Sign in to join this conversation.
No Milestone
No project
No Assignees
15 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#45176
No description provided.