FBX import - mismatch in camera rotation #45176
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Reference: blender/blender-addons#45176
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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:
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
#81647 was marked as duplicate of this issue
#81444 was marked as duplicate of this issue
#47231 was marked as duplicate of this issue
#50952 was marked as duplicate of this issue
Changed status to: 'Open'
Added subscriber: @fsiddi
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). :/
This issue was referenced by
107df683a0
Changed status from 'Open' to: 'Resolved'
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
Changed status from 'Resolved' to: 'Open'
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. :(
Hello there :)
Just checking in to see if any update on this would be possible. Thanks!
Added subscriber: @xchip
Added subscriber: @BrendonMurphy
any activity here?
Added subscriber: @SteffenD
Added subscriber: @DeltaDesignRus
T1v2.fbx
![Max.PNG](https://archive.blender.org/developer/F512435/Max.PNG)
![hg6CGWHF6YI.jpg](https://archive.blender.org/developer/F512432/hg6CGWHF6YI.jpg)
I have the same problem.
Pay attention to the camera angles, in Max they are correct, and in the blender are not correct.
Added subscriber: @Lambdadelta
Changed status from 'Open' to: 'Archived'
closing as archived, no activity since 2017
Changed status from 'Archived' to: 'Open'
Added subscribers: @ramonkarlos, @lichtwerk
Added subscriber: @cwolf3d
Added subscriber: @zhangsdqq1234
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.Added subscriber: @Funnybob
Added subscriber: @roman
@roman The solution is to use better FBX add-on.
2015!!! That's a 6 year old bug!
Added subscriber: @CGnDEV
temporary solution here. change Dela Transform of Camera. Scale XYZ -1, 1, -1
Added subscriber: @Anson-Savage
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:
Added subscriber: @Badcharacter
This comment was removed by @Badcharacter