FBX imports wrong scale and translation on multi object file. #51807
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Reference: blender/blender-addons#51807
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System Information
Windows 7, Quadro K4200
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Broken: (example: 2.78c)
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Short description of error
FBX files with multiple objects/groups get imported with wrong translation/scaling applied to all objects. These files are verified as looking fine in 3D Studio Max, Unity and Autodesk FBX Converter.
Exact steps for others to reproduce the error
Just import attached file using any setting, and then compare it to how it looks in Autodesk FBX Converter (official, free FBX tool).
Folding office chair.FBX
Problematic files can easily be created in 3D Studio Max by moving a few objects around and grouping them, and several people have reported similar issues:
https://blender.stackexchange.com/questions/78875/fbx-files-from-3d-studio-max-imports-with-wrong-transforms
Changed status to: 'Open'
Added subscriber: @RobertS
#98567 was marked as duplicate of this issue
Added subscriber: @FloridaJo
I notice when a model is exported as well, the scale is off.
Added subscriber: @mont29
Looks like scaling is not supposed to be inherited by children? Also using non-usual 'InheritType' 1 (
eINHERIT_RSrs
, http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/kfbxtransformation_8h-source.html#l00074), instead of usual 0 (eINHERIT_RrSs
) one, though name seems to indicate parent's scale shall still be taken into account. Note that this is not supported by importer currently, we always assume basic RrSs model (same goes for quite a handful of exotic transform options in FBX nodes, we do not have the man power to reverse-engineer and implement in add-on the full Maya transformation modes and options).Quite obviously, 0.0250.0250.025 leads to rather small children…
Thanks for the report, but will consider this a TODO for someone who likes to cope with all the gazillions transformations options and modes Autodesk likes to put in that so-called 'exchange' format.
Added subscriber: @tkazik
I also experience these issues.
The import into blender runs fine, if I have only two hierarchical levels in 3ds max.
However if I add a 3rd level, the transformation of that level fails while importing the .fbx into Blender.
So, my guess is, that having 2 levels is ok, but having 3 or more breaks the import. Can anyone confirm this?
PS: My results are obtained using 3ds max 2018. Using version 2016, the import is much worse...
Furthermore, an additional occurrence reported here:
https://blender.stackexchange.com/questions/68600/fbx-export-from-3ds-max-2017
Added subscriber: @IvayloGogov
Hello Tim, thank you for the topic.
Bastien, thank you for your effort and wonderful work along with the Blender Development Team!!!
I'm working in a company producing vehicles displays. In the main production pipeline, we have been using Autodesk Maya, Max. However, because I'm using blender from years, I would like to bring and show and present Bblender 2.8 as possible tool for our work fur the futures projects.
Currently, I'm making a demo as a proof of concept, but the exported scenes from Maya - FBX animated file /from client side/ are not appearing correctly in Blender. It is simple animation without bones under parenting.
Do you think there is a chance for Blender 2.8 to have full updated side related to .FBX exported files (animation files) and production made by Autodesk products?
Blender is wonderful! Thanks ;)
Added subscriber: @sbaranov
Added subscribers: @fleeky, @OmarEmaraDev
Omar , in your comment on the previous task you stated i should try to have the lower bones inherit full scale, i did this and it resulted in a real time view that more closely matche the fbx output but the goal was more to figure out how to get the exported fbx animation to match the source animation (namely having the feet not intercect the ground) .. are you saying that with fbx there is just currently no workaround for this? i also noticed this same behaviour with the glb export / import as well , also see the same output in a game engine so it definitely seems to effect both export/import
@fleeky What I meant is that you should inherit full scale for all bones and correct their keyframes afterwards to compensate for the missing scale, which is manual work, but is the only workaround I can think of right now.
So in general, don't use "inherit none scale" if you will be exporting to FBX for now.
Added subscriber: @jamestomk
Also see another example of this problem on blender stack exchange
I have similar issue, when importing FBX files made by Maya, which uses an origin/pivot system. So if I import the model it never gets the right origin, which should actually the pivot point of the mesh. Cannot understand why this is so hard to get of the fbx container.
But FBX Review or Unity can read it correctly and uses the right pivot point.
It is already 2024 and this essential import function is still not available.
I know blender cannot use the FBX SDK because of GPL license, but somehow this needs a solution.