Import FBX: Blender 2,.76 version breaks mesh rotation on FBX import (from Makehuman) #46581

Closed
opened 2015-10-24 02:00:29 +02:00 by Rob Baer · 9 comments

System Information
Windows 10 Nvidia Quadro k2000

Blender Version
Broken: 2.76 2015-10-11 06 55 48f7dd6
Worked: (optional) Blender 2.75

Short description of error
MakeHuman mesh improrperly lies on back after FBX import into Blender 2.76

Exact steps for others to reproduce the error
Based on a (as simple as possible) attached .blend file with minimum amount of steps

  1. Create a human with the BVH skeleton in Makehuman r1963 and export as a binary FBX file.
  2. Import the fbx file into Blender 2.76 and note that the human is on its back rather than upright as was the case in version 2.75.
    (Example .fbx file attached along with images of the old Blender 2.75 result and the new Blender 2.76 result )

This change in behavior is active on the MakeHuman BugTracker as well. This discussion indicates that the Blender 2.75 import behavior is consistent with the Autodesk FBX tool rather than the Blender 2.76 import behavior.
http://bugtracker.makehumancommunity.org/issues/967#change-5392

FBXImportIssue.png

MH1963.fbx

**System Information** Windows 10 Nvidia Quadro k2000 **Blender Version** Broken: 2.76 2015-10-11 06 55 48f7dd6 Worked: (optional) Blender 2.75 **Short description of error** MakeHuman mesh improrperly lies on back after FBX import into Blender 2.76 **Exact steps for others to reproduce the error** Based on a (as simple as possible) attached .blend file with minimum amount of steps 1. Create a human with the BVH skeleton in Makehuman r1963 and export as a binary FBX file. 2. Import the fbx file into Blender 2.76 and note that the human is on its back rather than upright as was the case in version 2.75. (Example .fbx file attached along with images of the old Blender 2.75 result and the new Blender 2.76 result ) This change in behavior is active on the MakeHuman BugTracker as well. This discussion indicates that the Blender 2.75 import behavior is consistent with the Autodesk FBX tool rather than the Blender 2.76 import behavior. http://bugtracker.makehumancommunity.org/issues/967#change-5392 ![FBXImportIssue.png](https://archive.blender.org/developer/F247079/FBXImportIssue.png) [MH1963.fbx](https://archive.blender.org/developer/F247081/MH1963.fbx)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @RobertBaer

Added subscriber: @RobertBaer

Added subscriber: @mont29

Added subscriber: @mont29
Bastien Montagne self-assigned this 2015-10-25 11:04:11 +01:00

Ehhhhh… Well, I can’t remember changing anything in that area of importer since 2.75… but well, will have a closer look asap (and why, why, why is makehuman fa(i)lling into FBX nightmare too :'( ).

Ehhhhh… Well, I can’t remember changing anything in that area of importer since 2.75… but well, will have a closer look asap (and why, why, why is makehuman fa(i)lling into FBX nightmare too :'( ).

Added subscriber: @AlexandreLEPRETRE

Added subscriber: @AlexandreLEPRETRE

The problem seems new to 2.76 in the FBX importer (not 100% sure), and can be reproduced with many of my .FBX character files, and this is important not only those coming from MakeHuman (nightly build). One of my characters exported from Mixamo Fuse 1.3.4 has the same errors, plus others :

  • Rotation of the mesh (lying on the back)
  • Skeleton deformed, incorrectly scaled and detached from the mesh
  • Mesh deformed and irregularly stretched

Image 1 shows the skeleton, separated and scaled incorrectly from the mesh

FBX_Fuse_import_error_2.png

Image 2 shows the deformation on the hands on the mesh

FBX_Fuse_import_error_1.png

And the source FBX file, coming from Mixamo Fuse

Witch_01.fbx

For reference, the same file imported in 3DS MAX works perfectly well

3DSMAX.png

I'm working on a new game and this is a real big problem for me and my team. Import from the file in Unreal Engine 4 works like a charm, thank God, but we can't easily work on the file or the animations, and it's slowing us down. And we don't want to go back to 3DS MAX after switching to Blender ;-)
I will try today on Make Human and Fuse with other export / import filters, like Collada .DAE to see if the problems appear also (but I don't think so).
I'll keep you informed !

The problem seems new to 2.76 in the FBX importer (not 100% sure), and can be reproduced with many of my .FBX character files, and this is important not only those coming from MakeHuman (nightly build). One of my characters exported from Mixamo Fuse 1.3.4 has the same errors, plus others : - Rotation of the mesh (lying on the back) - Skeleton deformed, incorrectly scaled and detached from the mesh - Mesh deformed and irregularly stretched Image 1 shows the skeleton, separated and scaled incorrectly from the mesh ![FBX_Fuse_import_error_2.png](https://archive.blender.org/developer/F254488/FBX_Fuse_import_error_2.png) Image 2 shows the deformation on the hands on the mesh ![FBX_Fuse_import_error_1.png](https://archive.blender.org/developer/F254490/FBX_Fuse_import_error_1.png) And the source FBX file, coming from Mixamo Fuse [Witch_01.fbx](https://archive.blender.org/developer/F254492/Witch_01.fbx) For reference, the same file imported in 3DS MAX works perfectly well ![3DSMAX.png](https://archive.blender.org/developer/F254502/3DSMAX.png) I'm working on a new game and this is a real big problem for me and my team. Import from the file in Unreal Engine 4 works like a charm, thank God, but we can't easily work on the file or the animations, and it's slowing us down. And we don't want to go back to 3DS MAX after switching to Blender ;-) I will try today on Make Human and Fuse with other export / import filters, like Collada .DAE to see if the problems appear also (but I don't think so). I'll keep you informed !

Issue comes from commit d7fa659c6f, will investigate more later.

Issue comes from commit d7fa659c6f, will investigate more later.

This issue was referenced by daf500661e

This issue was referenced by daf500661e0f886f1efc5f6e7f20a28ef6787234

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender-addons#46581
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